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designer_workshop:modeling_language [2013/09/04 00:35] Ozyman |
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- | ===== WarGear Modeling Language ===== | ||
- | (//Original idea from Ozyman// - [[http:// | ||
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- | If you're working with someone on a complicated board design and are finding it difficult to describe (or understand) the way to set things up, or even if you're just trying to piece together a tricky way to use Factories all by yourself, give the WarGear Modeling Language a try. | ||
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- | It doesn' | ||
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- | Check [[Designer Tutorials: | ||
- | ==== Territory and Border Basics ==== | ||
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- | * Mods to Territory Attributes can be included inside the territory. \\ | ||
- | * If there' | ||
- | ==== Treatment of Continents ==== | ||
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- | {{ : | ||
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- | Learn about how Factories work [[Designer Tutorials: | ||
- | ==== Types of Factories ==== | ||
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- | {{ : | ||
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- | T-28 (dotted) above is a [[Designer Workshop: | ||
- | Click [[Designer Workshop: | ||
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- | Horizontal and vertical paths are preferred because of left/right and up/down conventions. | ||
- | ==== Border Drawing Conventions ==== | ||
- | {{: | ||
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- | Lines that intersect ignore each other. | ||
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- | In this modes T30 borders T32, and T31 borders T33 ONLY. | ||
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- | T31 does NOT border T32 | ||
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- | ..and while this is an acceptable way to connect them all.. | ||
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- | {{: | ||
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- | ..this is much more efficient. \\ | ||
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- | {{ : | ||
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- | Note with the last example simple dice modifiers can be included when they apply to all attacks going to that territory, | ||
- | but the previous example might be necessary to use if more complex dice modifiers are involved. | ||
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- | Hmm.. and this is even more efficient.. | ||
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- | ==== Short Cuts ==== | ||
- | Sure, why not? | ||
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- | {{: | ||
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- | Here is an example of a 24 x 3 array (72 factories), where each of the three player territories put a single unit on any named territory that they control. |