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designer_tutorials:tutorials:factories:territory_tracking_and_respawn

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designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/17 21:56]
Edward Nygma
designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/17 22:31] (current)
Edward Nygma
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 T2 functions as an On/Off switch.  It's either occupied or empty, 1 or 0, On or Off, True or False. T2 functions as an On/Off switch.  It's either occupied or empty, 1 or 0, On or Off, True or False.
  
-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."+T1 is trying to turn it On and T4 is trying to turn it off.
  
-In our casewe want T2 to turn on when the player does NOT own T4. In order to do that we have try to turn T2 ONbut if the player DOES own T4, turn it off instead.+When T2 is Onor occupied, it can be included in a continent that says "If the conditions indicated by T2 are Truethen this continent becomes active."
  
-T1, the player's capital, operates as a single-territory continent with a +1 autocapture factory(>>) with T2 as its target.  This attempts to turn T2 from 0 to 1, or On.+In our case, we want T2 to turn on when the player does NOT own T4. If the unit in T4 dies, activate the respawn continent. 
 + 
 +In order to do that we have T1 turn T2 On, but if the player DOES own T4, turn T2 Off instead.  +1 -1 = 0. 
 + 
 +T1, the player's capital, operates as a single-territory continent with a +1 autocapture factory(>>) with T2 as its target.  This attempts to turn T2 from 0 to 1, or Off to On.
  
 To offset this, we need to make T4 a -1 autocapture factory (>>) from T4 to T2.  Since T4 is accessible by multiple players, we need to include the player capital in this continent, so T4 + T1 -1>> T2. To offset this, we need to make T4 a -1 autocapture factory (>>) from T4 to T2.  Since T4 is accessible by multiple players, we need to include the player capital in this continent, so T4 + T1 -1>> T2.
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 If you do NOT own territory T4, you no longer get the -1>> to T2, and as a result, the net bonus is +1 from T1, which grants ownership of T2. If you do NOT own territory T4, you no longer get the -1>> to T2, and as a result, the net bonus is +1 from T1, which grants ownership of T2.
  
-Now:+{{:designer_tutorials:tutorials:factories:game_example.png?600|}}
  
 If a player owns T4:  If a player owns T4: 
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 (T1) +1>> T2 = On (T1) +1>> T2 = On
  
-That means that ownership of T2 only occurs at the beginning of a turn in which the player does not own T4.+That means T2 only turns on, when the player loses ownership of T4, and it turns off if the player regains ownership of T4.
  
 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.
designer_tutorials/tutorials/factories/territory_tracking_and_respawn.1579316178.txt.gz · Last modified: 2020/01/17 21:56 by Edward Nygma