- Joined
- Sep 24, 2014
- Messages
- 198
there is post where are mentioned all game mechanics possibilities. but if I am right not all are available in current coding.
https://www.majorcommand.com/wiki/Mapspecialfeatures#Double_Dipping
I try to sort them out, but if I am wrong please post your knowledge here.
Adjusted Region Bonus
Instead of the standard +1 for every 3 regions, with a minimum of +3, the region bonus amounts have been adjusted to award either more or fewer troops per region.
- does not works
Autodeploy / Decay
Troops are automatically deployed to or taken away from specific regions at the beginning of the possessing player's turn. A region cannot decay below 1 troop, unless that region is also a Killer Neutral.
- works. there is also conditional autodeploy (troops are automaticly deployed on specific region if another region (or combination of regions) is held or not held).
Bombardments
Some territories bombard instead of attacking. After the attacker wins in a bombardment the defending territory is replaced with a neutral army and the attacker cannot advance. Note that if the region can only bombard, you CANNOT use troops on that region as reinforcements.
- works
Breakouts
An icon or single region on the main map represents multiple regions, which are shown in an offset box.
- works
Build-a-Bonus
Rather than control an entire command, a player must only control a certain number of regions within that command.
- works
Conditional Commands
A command that only garners a bonus when held in combination with one or more commands.
- works
Conquest Gameplay
Players only start with a small number of regions and must fight their way through neutrals before reaching other players.
- I think this does not works
Dead Space
Certain regions are not part of any command.
- works
Double Dipping
A region or group of regions that are a part of multiple commands.
- works
Flexible Commands
A command that can be held by holding any combination of the territories. i.e. holding any three of the four tankers in The Balkan Peninsula gives a +1 troop bonus
- works
Inner Commands
Smaller commands that sit within larger Commands and, if held in combination with the larger command, award a troop bonus.
- works
Killer Neutrals
A region that starts as a neutral that, when taken, will revert to neutral at the beginning of the holding player's turn.
- works
Negative Bonus
A region or group of regions that, when held, will decrease the number of troops awarded for deployment. Note that regardless of how many of these are held, a player will always be able to deploy at least one troop.
- works
Nested Commands
Where a large command is broken up into subdivisions, hold one of the divisions for a small bonus and all of the command together for the full troop bonus.
- works
One-Way Borders
A region can assault and reinforce to another region, but not vice versa.
- works
Ranged Assault
A region can assault and reinforce to another region (and vice versa) though they are not physically connected on the map. This will often be represented as airports or helipads.
- works
Resource Commands
Unlike normal commands, which often depict real-world countries or continents, Resource Commands require specific regions or combinations thereof that might be spread all over the map.
- works
Special Commands
A command that is made up of regions that are not visibly connected or regions that might be situated within other commands. i.e. the two capital cities in The Sea of Japan map
- works
Starting Neutrals
Certain regions will always start neutral, usually to guide gameplay or to ensure against a player gaining a command on the drop.
- works
Starting Positions
Certain regions on a map will be coded such that players will start with one or more of a preset group of regions.
- does not works
Victory Condition
Players can win by holding a set of specified regions for one or more turns or fulfilling some other objective instead of eliminating the other players.
- I think this does not works
OneEyed
https://www.majorcommand.com/wiki/Mapspecialfeatures#Double_Dipping
I try to sort them out, but if I am wrong please post your knowledge here.
Adjusted Region Bonus
Instead of the standard +1 for every 3 regions, with a minimum of +3, the region bonus amounts have been adjusted to award either more or fewer troops per region.
- does not works
Autodeploy / Decay
Troops are automatically deployed to or taken away from specific regions at the beginning of the possessing player's turn. A region cannot decay below 1 troop, unless that region is also a Killer Neutral.
- works. there is also conditional autodeploy (troops are automaticly deployed on specific region if another region (or combination of regions) is held or not held).
Bombardments
Some territories bombard instead of attacking. After the attacker wins in a bombardment the defending territory is replaced with a neutral army and the attacker cannot advance. Note that if the region can only bombard, you CANNOT use troops on that region as reinforcements.
- works
Breakouts
An icon or single region on the main map represents multiple regions, which are shown in an offset box.
- works
Build-a-Bonus
Rather than control an entire command, a player must only control a certain number of regions within that command.
- works
Conditional Commands
A command that only garners a bonus when held in combination with one or more commands.
- works
Conquest Gameplay
Players only start with a small number of regions and must fight their way through neutrals before reaching other players.
- I think this does not works
Dead Space
Certain regions are not part of any command.
- works
Double Dipping
A region or group of regions that are a part of multiple commands.
- works
Flexible Commands
A command that can be held by holding any combination of the territories. i.e. holding any three of the four tankers in The Balkan Peninsula gives a +1 troop bonus
- works
Inner Commands
Smaller commands that sit within larger Commands and, if held in combination with the larger command, award a troop bonus.
- works
Killer Neutrals
A region that starts as a neutral that, when taken, will revert to neutral at the beginning of the holding player's turn.
- works
Negative Bonus
A region or group of regions that, when held, will decrease the number of troops awarded for deployment. Note that regardless of how many of these are held, a player will always be able to deploy at least one troop.
- works
Nested Commands
Where a large command is broken up into subdivisions, hold one of the divisions for a small bonus and all of the command together for the full troop bonus.
- works
One-Way Borders
A region can assault and reinforce to another region, but not vice versa.
- works
Ranged Assault
A region can assault and reinforce to another region (and vice versa) though they are not physically connected on the map. This will often be represented as airports or helipads.
- works
Resource Commands
Unlike normal commands, which often depict real-world countries or continents, Resource Commands require specific regions or combinations thereof that might be spread all over the map.
- works
Special Commands
A command that is made up of regions that are not visibly connected or regions that might be situated within other commands. i.e. the two capital cities in The Sea of Japan map
- works
Starting Neutrals
Certain regions will always start neutral, usually to guide gameplay or to ensure against a player gaining a command on the drop.
- works
Starting Positions
Certain regions on a map will be coded such that players will start with one or more of a preset group of regions.
- does not works
Victory Condition
Players can win by holding a set of specified regions for one or more turns or fulfilling some other objective instead of eliminating the other players.
- I think this does not works
OneEyed
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