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designer_workshop:modeling_language [2013/08/25 07:49]
M57 [Territory and Border Basics]
designer_workshop:modeling_language [2013/10/26 09:33] (current)
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 ===== WarGear Modeling Language ===== ===== WarGear Modeling Language =====
  
-(//Original idea from Ozyman//)+(//Original idea from Ozyman// - [[http://www.wargear.net/forum/showthread/3328p1/War_Gear_Modeling_Language|Original Forum Discussion]])
  
 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. 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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 but the previous example might be necessary to use if more complex dice modifiers are involved. but the previous example might be necessary to use if more complex dice modifiers are involved.
  
-Hmm.. and this is even more efficient..+This is even more efficient if these four do not border any other territories.
 {{ :designer_workshop:borders_7.png |}} {{ :designer_workshop:borders_7.png |}}
  
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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. 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.
 +
 +==== Appendix? ====
 +
 +^ WG Map Element ^ is represented in the WGML with ^
 +| Territory, Disabled | Circle | 
 +| Territory, Enabled | Square | 
 +
 +
designer_workshop/modeling_language.1377431386.txt.gz ยท Last modified: 2013/10/26 09:33 (external edit)