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designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/16 20:38] Edward Nygma |
designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/17 22:05] Edward Nygma |
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When T2 is ON, it can be included in a continent that says "If the conditions indicated by T2 are True, then this continent becomes active." | When T2 is ON, it can be included in a continent that says "If the conditions indicated by T2 are True, then this continent becomes active." | ||
- | In our case, we want T2 to turn on when the player does NOT own T4. In order to do that we have to have the switch | + | In our case, we want T2 to turn on when the player does NOT own T4. In order to do that we have try to turn T2 ON, but if the player DOES own T4, turn it off instead. |
T1, the player' | T1, the player' | ||
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(T1) +1>> T2 = On | (T1) +1>> T2 = On | ||
- | That means that ownership of T2 only occurs at the beginning | + | That means T2 only turns on, when the player loses ownership |
If you create a grid of territories that all have the T4 structure of (T1 + T4a) -1>> T2, (T1 + T4b) -1>> T2... then T2 will only turn on when the player no longer owns ANY territories in the grid. | If you create a grid of territories that all have the T4 structure of (T1 + T4a) -1>> T2, (T1 + T4b) -1>> T2... then T2 will only turn on when the player no longer owns ANY territories in the grid. | ||
+ | |||
+ | This happens because every T4 represents a -1, and your capital only ever gives +1. The only time the T1 +1>> T2 outweighs the T4 opposite forces, (T1 +T4n) -1>> T2 for each owned unit on the grid, is when the number of T4 territories owned is 0. | ||
The T2 -1> T2 sets the switch back to Off (its default state) if it turned on last turn. | The T2 -1> T2 sets the switch back to Off (its default state) if it turned on last turn. |