View Full Version : Amphibious Reinforcements
ScottWAR
December 27th, 2008, 11:05 PM
Can we adjust the availability of amphibious units in the XML files, or are we stuck with the original games reinforcement tendencies?
Its gonna kill a lot of ideas if we have no control over amphibious units. If we want to make a scenario that starts later than any of the ones included......or earlier, then the rate at which amphibious units are given out is going to be tough to work around.
JMHawkins
December 28th, 2008, 01:42 PM
Can we adjust the availability of amphibious units in the XML files, or are we stuck with the original games reinforcement tendencies?
Yes. You can add amphibs directly to the OOB for each side if you wish, including scheduling the turn of arrival. To control replacment units, the game is divided into 4 Phases for each side. Amphibious unit replacement depends on the current phase. Whenever an amphib unit is "consumed" (used in an invasion or sunk), a replacement will be scheduled if the total number in play (active or already scheduled) is less than the max for the current phase:
Allies:
Phase 1 - 0 amphibs
Phase 2 - 1 amphib max
Phase 3 and 4 - 2 amphibs max
Japan:
Phase 1 - 4 max
Phase 2 - 3 max
Phase 3 - 2 max
Phase 4 - 1 max
In the XML file as part of the game node are these attributes:
JapanesePhase1Turn = "4"
JapanesePhase2Turn ="12"
JapanesePahse3Turn ="24"
AlliedPhase1Turn="7"
AlliedPhae2Turn="18"
AlliedPhase3Turn="36"
The numbers are the turn that the phase ends, so for the standard game (above), Japanese Phase 1 lasts from turn 1 throught turn 3. Phase 2 lasts from turn 4 through turn 11, Phase 3 lasts from 12 through 23, and phase 4 lasts from turn 24 to the end.
Thanks,
John Hawkins
KE Studios
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