Wayne wrote:
So the idea is that the second player is the defensive player, so the objectives are hidden from them, is this correct?
Almost correct. The defensive player knows where the objectives are, but doesn't know how much each is worth to the other side.
Not knowing what the other side thinks, it adds tension and excitement to the game. For players who prefer it that way (by selecting the Extreme FOW
optional rule).
This all works best with the new Victory Points System, mentioned in changes.txt:
Quote:
- Introduced the new Variable, Asymmetric, Turn-Based Victory Points System. [Available, but not really used yet.]
Unfortunately, this is not yet documented in the formal game manuals. Here is a description lifted from the Dev Forum:
Quote:
In the new objective points system, objective hexes can have any of five value types:
-1
#
t-t[#] ...
#/#
t-t[#/#] ...
Let's consider each in more detail, one by one.
-1
Exactly like traditional exit hexes.
Note: Before, in cwedit.exe, you could mistakenly enter negative values less than -1. Now, any negative less than -1 is rejected ("Invalid objective value(s)").
#
Where # is some positive integer. For example: 50.
This functions exactly like traditional objective hexes: The occupying side, first side only, accrues these points immediately (i.e., the Victory Dialog notes this immediately and doesn't wait until the end of the turn). These accruals are one time only (i.e., don't continue to pile up from turn to turn).
t-t[#] t-t[#] t-t[#] ...
Where # is some positive integer, for example 5; and t-t is a range of turns, for example, 1-8.
You can have a single t-t[#], in which case the first t should be 1, the second t the scenario maximum turn.
Or you can have a sequence of t-t[#], where the turn ranges must be ascending, with no gaps or overlaps. The turn ranges need not be uniform, i.e., the number of turns in each range may vary.
For example, assuming there are 30 turns in the scenario, this is valid:
1-4[10] 5-8[15] 9-10[20] 11-20[15] 21-30[30]
Note that the varying objective values need not ascend, or descend. Unlike the t-t turn specs, the objective values can be anything you want (so long as they are non-negative). The objective values need not be according to any formula. They can rise, fall, go to zero, etc. They can be completely arbitrary.
Is the following valid?
1-4[10] 5-20[0] 21-30[30]
Yes. Note that for some turns, the objective value can be 0. Value 0 is valid at the beginning, the middle (even in several turn segments), or at the end. Just so for some turns, at least, you have positive integer objective value(s).
Note that an objective value of
1-20[50]
is equivalent to a simple objective value of
50
assuming the scenario has 20 turns. In the latter, simple case, 50 applies to all 20 turns, so the effect is the same.
If it's not clear, the t-t[#] ... objective hexes thus function much like traditional single-number objectives hexes -- with one-time awarding of points -- except the point values can vary by turn.
#/#
Where the # are positive integers, where the first # applies to the Union side, while the second # applies to the Confederate side. For example: 3/5.
This is a new type of objective value, where accruals add up each turn, and may accrue to either the Union or the Confederates.
In the example 3/5, for a ten-turn scenario, if the Union hold the objective for the first 4 turns, while the Confederate seizes and holds the objective for the remainder of the game, the net effect of this objective hex is
3 + 3 + 3 + 3 - 5 - 5 - 5 - 5 - 5 - 5 = -18
assuming the Union are the first side.
One or the other of the #/# may be zero, but not both. So for an objective hex value
4/0
the Union would accrue 4 additional points for every turn they hold the objective, while if the Confederates hold that objective, they gain nothing.
For
0/3
the Confederates would accrue 3 additional points for every turn they hold the objective, while if the Union hold that objective, they gain nothing.
0/0 is not valid, however, as such an objective value specification is pointless, has no effect, for either side.
Important: Unlike the earlier objective value types, which take effect immediately, the per-turn accruals only happen at turn's end. If you take an objective of this type, don't be surprised if there is no immediate change in the Objective Points box in the Victory Dialog. The change will only be reflected at the end of the second side, as the turn passes on to the next.
t-t[#/#] ...
Like the preceding type -- per turn accrual -- but varies by turn segment.
For the turn specs, the same rules apply (ascending, no gaps, no overlaps, last t in the sequence is the scenario file turn).
Likewise, the same rules apply for the #/#: One or the other, or both, must be positive integer(s). However, this is permissible:
1-3[0/0] 4-6[0/5] 7-10[5/5]
This says, for turns 1-3, neither side accrues points for holding the objective. For turns 4-6, the Confederate player (only) accrues 5 points each turn for holding the objective. For turns 7-10, both sides accrue 5 points for each turn they hold the objective.
So in the above example, if the Confederate were to hold the objective for the first five turns (and if they are the first side), while the Union hold the objective for turns six through ten, the total effect would be:
0 + 0 + 0 + 5 + 5 - 0 - 5 - 5 - 5 - 5 = -10
For the t-t[] types, in one value specification, it's either all #, or all #/#, not both.
For example, this is invalid
1-4[3/4] 5-6[3] 7-10[3/3]
because the [3] doesn't mix with the [3/4] and [3/3].
Like the #/# type, points accrue with the variable t-t[#/#] etc. type only at turn's end.
Important: Within each objective value segment, no spaces!
So these are all invalid, as they contain spaces:
- 1
2 / 4
3/ 6
1- 5[10]
6 - 10[3]
6-10[ 3 /4]
In the cases
#/#
t-t[#]
t-t[#/#]
they must be exactly as shown, without spaces. If you insert spaces in any segment, the editor will complain "Invalid objective value(s)".
Segments *must* be separated by one or more spaces, however.
For example, this is valid:
1-5[5/5] 6-10[4/5] 11-18[3/5] 19-24[2/5] 25-30[0/5]
This is invalid:
1-5[5/5]6-10[4/5]11-18[3/5]19-24[2/5]25-30[0/5]
In the editor Set Objective Dialog, be sure to specify a Side (select something from the provided pick list). If you don't, if you leave the Side "No Side" (XNoSide), that in effect tells the editor to strike this hex from the objectives list. That is how you remove an earlier objective, by the way, by selecting --No Side -- from the pick list...
As changes.txt says, "not really used yet". But you will begin to see it used more and more in new scenario design. And quite possibly older scenarios will be revamped per the new system in future CWB updates.