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July 23, 2007, 10:18 PM
#1
Foederatus
Attrition Script
Can anyone please help with coming up an Attrition Script. For example, if a unit is in friendly control province, the unit suffer no troop attrition. If a unit is in enemy or neutral province, the unit suffer %10 lost each turn, for example. Many thanks as I have no idea how to do this.
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July 23, 2007, 10:31 PM
#2
Civis
Re: Attrition Script
I too and interested in this interesting concept first brought forth in Age of Empires I believe. Specifically though, I am interested in having units recover losses in their own territory if possible, and instead of losing men in enemy territory having to pay X amount more.
It should be the same concept (I hope) I don't want to hijack this thread in a whole different direction than the OP.
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July 23, 2007, 10:38 PM
#3
Foederatus
Re: Attrition Script
captain,
no problem. The issue with RTW at the strategic level is there is no line of supplies which is the most critical aspect in waging a campaign in ancient time. An army cut off or unable to resupply, or retrain in this case, would no longer be a potent force after a few turn. And this also bring some rebalance to the siege situation. The force besieging a city should also suffer attrition, if not more than the besieged, as it has to forage for supplies in enemy territory. Whereas the beseiged should have stockpile supplies for such situation.
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July 23, 2007, 10:44 PM
#4
Re: Attrition Script
To my knowledge, and because I asked the same thing the other day, its impossible to script to have a unit "regenerate" or take losses. Looks like we have to come up with another way to represent attrition.
Kushan
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July 23, 2007, 10:57 PM
#5
Civis
Re: Attrition Script
For attrition couldn't you use the plague/disease script? And for regeneration couldn't one somehow fool the game into thinking you were retraining it?
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July 24, 2007, 12:32 PM
#6
Civis
Re: Attrition Script
Hidden attrition resource triggered by conquering a province? Just throwing ideas out...
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