So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"chapcrap wrote:I like this.
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
No, I mean that you can move them to one space from where they started.TheForgivenOne wrote:So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"chapcrap wrote:I like this.
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.chapcrap wrote:No, I mean that you can move them to one space from where they started.TheForgivenOne wrote:So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"chapcrap wrote:I like this.
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.
This may be something that's difficult to program. I have played this way in real life and enjoy it, but I don't know how easy the mechanics of it are. Basically, you can think of it like this: at the end of each turn, wherever each troop is located is its home territory. When reinforcing, you can move troops all over, but troops can only move one space away from their home territory.TheForgivenOne wrote:I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.chapcrap wrote:No, I mean that you can move them to one space from where they started.TheForgivenOne wrote:So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"chapcrap wrote:I like this.
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.
It actually wouldn't be hard to program at all. Have one array that holds all of the army values for each of the continents. Have a second array that holds all of the new army values for after reinforcement is finished. When an adjacent fort is made, reduce the army values in the first array and second array, but only increment the target continent in the second array. The second array is what gets displayed, while the first array is used for determining how many troops remain available for forting. When the player says they are done with reinforcements, save off the values in the second array.TheForgivenOne wrote:I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.chapcrap wrote:No, I mean that you can move them to one space from where they started.TheForgivenOne wrote:So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"chapcrap wrote:I like this.
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.
Easier than that. Just have the values stored at the beginning of reinforcement and only allow forts of that number, that way you would be allowed to fort back if you made a mistake. Since it is unlimited.dwilhelmi wrote: It actually wouldn't be hard to program at all. Have one array that holds all of the army values for each of the continents. Have a second array that holds all of the new army values for after reinforcement is finished. When an adjacent fort is made, reduce the army values in the first array and second array, but only increment the target continent in the second array. The second array is what gets displayed, while the first array is used for determining how many troops remain available for forting. When the player says they are done with reinforcements, save off the values in the second array.


I have responded to this.Culs De Sac wrote:I see one downside to such implementation.. if you have a chain of territories connected.. wouldn't it be possible to move troops from the back of the chain to the front of the chain.. the fort just has to be made from adj to adj until they reach where you want them
Basically, you assign each troop a home territory and they can only move one space away from there.chapcrap wrote:I have played this way in real life and enjoy it, but I don't know how easy the mechanics of it are. Basically, you can think of it like this: at the end of each turn, wherever each troop is located is its home territory. When reinforcing, you can move troops all over, but troops can only move one space away from their home territory.
Another example. If A borders B and B borders C and C borders D, you A has 3 troops and the others all have 1, you could move 2 from A to B. Then you could move the one that was on B to C. Then you could move the one that was on C to D. Ending with 1 on A and C and 2 on B and D.
Maybe it's just a real like thing more than online. It might be difficult.
Haha, I thought this was sarcasm when I first read it. For the same reasons as TFO.chapcrap wrote:
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
Well, it seems this particular problem is solvable.TheForgivenOne wrote:
I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.
That's right, it can be coded. BOOM goes the dynamite! Bring it on!agentcom wrote:Haha, I thought this was sarcasm when I first read it. For the same reasons as TFO.chapcrap wrote:
Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
Well, it seems this particular problem is solvable.TheForgivenOne wrote:
I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.