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designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/16 20:37] Edward Nygma |
designer_tutorials:tutorials:factories:territory_tracking_and_respawn [2020/01/17 22:05] Edward Nygma |
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Territory Tracking and Respawn | Territory Tracking and Respawn | ||
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This tutorial lays out a combination of factory structures that work in tandem. | This tutorial lays out a combination of factory structures that work in tandem. | ||
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The object of the game is to be the last player with units in play. "In Play" refers to units within any territory marked 4 or 5 in the image above. | The object of the game is to be the last player with units in play. "In Play" refers to units within any territory marked 4 or 5 in the image above. | ||
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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. | ||
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+ | 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. | ||
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Here's the whole system. | Here's the whole system. | ||
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Now we just need a win condition. | Now we just need a win condition. | ||
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The way our system works says that if a player has lost 1 unit in Grid 4, T3 turns on. If they lose both units, T2 turns on. | The way our system works says that if a player has lost 1 unit in Grid 4, T3 turns on. If they lose both units, T2 turns on. |