Forces Dialog and Reinforcments
Moderator: Jason Petho
Forces Dialog and Reinforcments
So, I generated battle, open up edit scenario- select the correct file; map and force dialog box open,...... so, when I open the force dialog box, the forces Listed there are available for deployment if I want to put them on the ma OR can some of them be already set up as reinforcements? Reinforcements don't have parent/unit designations so theres no way to tell...naturally I don't want to add units to the map and add them as reinforcements if they are already set up to do so.....thx!
RE: Forces Dialog and Reinforcments
no suggestions even? I'll take loose supposition[:D]
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RE: Forces Dialog and Reinforcments
You can look under the units menu and check too see what units are set up as reinforcements.
You can't have the same unit on the map and arrive as a reinforcement, the game won't allow it. You need to put a unit on the map in order to make it a reinforcement. Put the unit you want to make a reinforcement in the hex you want it to arrive on, go to units and select Add Reinforcement and fill out the box. The unit is then removed from the map.
You can use the fix button and the release menu to make on map units act like reinforcements,
You can't have the same unit on the map and arrive as a reinforcement, the game won't allow it. You need to put a unit on the map in order to make it a reinforcement. Put the unit you want to make a reinforcement in the hex you want it to arrive on, go to units and select Add Reinforcement and fill out the box. The unit is then removed from the map.
You can use the fix button and the release menu to make on map units act like reinforcements,
RE: Forces Dialog and Reinforcments
Right, James thx. Understood, I explained this poorly; lets say you generate a battle. you open edit scenario to that random scenario, in the force dialog box are the units the game has made up as forces for that generated scenario.
Now, the game has already generated a reinforcement schedule for you, however, there is no Unit identifier when you open the setting- view/delete reinforcements, they are listed as types of units.
A generated battle never gives you via reinforcement all of the units listed in the force dialog, it just doesn't.
If I see for example a German Pz V reinforcement, which unit IN the forces dialog is it from? 3rd Pz Div? 17th? Theres no way to tell.
So,I'd like to add those NOT scheduled to the map and either keep them their or add them as reinforcements to be sure I get them all....
Leaving the question- IF I select a unit From the forces dialog and the game has scheduled the unit already IN the reinforcement que, will it just not appear at the time and place is was set up too, or stop me from putting them on the map with a pop up like ' hey that unit is unavailable' ( as its a set reinforcement), see, if not , I can never tell , UNLESS the forces dialog box displays units NOT scheduled and available for me to deploy at will...
Now, the game has already generated a reinforcement schedule for you, however, there is no Unit identifier when you open the setting- view/delete reinforcements, they are listed as types of units.
A generated battle never gives you via reinforcement all of the units listed in the force dialog, it just doesn't.
If I see for example a German Pz V reinforcement, which unit IN the forces dialog is it from? 3rd Pz Div? 17th? Theres no way to tell.
So,I'd like to add those NOT scheduled to the map and either keep them their or add them as reinforcements to be sure I get them all....
Leaving the question- IF I select a unit From the forces dialog and the game has scheduled the unit already IN the reinforcement que, will it just not appear at the time and place is was set up too, or stop me from putting them on the map with a pop up like ' hey that unit is unavailable' ( as its a set reinforcement), see, if not , I can never tell , UNLESS the forces dialog box displays units NOT scheduled and available for me to deploy at will...
- Jason Petho
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RE: Forces Dialog and Reinforcments
There is a way to figure out which units are reinforcements, but requires a basic understanding on how the various .oob and .scn files are structured as you will have to determine them in a text editor.
Jason Petho
Jason Petho
RE: Forces Dialog and Reinforcments
Thank you jason....
I am reading your answer to mean there is no way to know what unit by Unit identity (4th SS Pz etc.) has been qued for replacement nor is there code written to stop me from plucking a qued replacement from the Force dialog and placing it on the map. In effect the OOB for that scenario is all in the forces dialog, period as information and I need to go elsewhere to try and figure out what I am getting from that poll via replacements....
Is there a primer of some type to gain that understanding? Re: text editor?
I have manipulated the scn. re: changing turn numbers, ammo levels etc. but thats small potatoes as that header portion of an scn is just a reflection of the scenario info. you can change in the editor..
let me try a deeper example-
01.Odessa scn-
0 0 78 211 68531 32 32 3 100 5 0 16384 3 3 3
this line represents what exactly?
I am guessing here
-concealment
-hex unit placement
-the individually assigned ( coded) unit no. that exists for each and every unit in the entire OOB across all nationalities
-morale
-movment
-strength
-status ( disrupted or not)
etc etc ..?
I am reading your answer to mean there is no way to know what unit by Unit identity (4th SS Pz etc.) has been qued for replacement nor is there code written to stop me from plucking a qued replacement from the Force dialog and placing it on the map. In effect the OOB for that scenario is all in the forces dialog, period as information and I need to go elsewhere to try and figure out what I am getting from that poll via replacements....
Is there a primer of some type to gain that understanding? Re: text editor?
I have manipulated the scn. re: changing turn numbers, ammo levels etc. but thats small potatoes as that header portion of an scn is just a reflection of the scenario info. you can change in the editor..
let me try a deeper example-
01.Odessa scn-
0 0 78 211 68531 32 32 3 100 5 0 16384 3 3 3
this line represents what exactly?
I am guessing here
-concealment
-hex unit placement
-the individually assigned ( coded) unit no. that exists for each and every unit in the entire OOB across all nationalities
-morale
-movment
-strength
-status ( disrupted or not)
etc etc ..?
RE: Forces Dialog and Reinforcments
Hey guy, I came up with this years ago, different units, but follow the example should help?!
0 26 11 24064 43 32 32 5 100 6 0 0 3 3 3
0-onboard, 2-dugin?, 7-reinforcement?
26-horizontal map coordinate
11-vertical map coordinate
24064-platoon unit id
43-list # in org file for this scenario
32-
32-
5-strength
100-action points
6-morale
0-
0-16384=fixed, 2048=fatigued , 8=disrupted, 16=loaded18432=fixed&fatigued,18440=disrupted,fixed&fatigued, 16392=disrupted&fixed, 2056=disrupted&fatigued
3-
3-
3-
7 39 7= 7- 39-horizontal coordinate 7-vertical coordinate
2 26 11 16=IP(2nd and 3rd are h-v coordinates)
2 28 8 128=trench
2 28 8 8=in block position
2 28 8 24=block and IP
2 28 8 136=trench and block
2 28 8 32=bunker
2 28 8 40=bunker and block
2 28 8 1024=pillbox
2 28 8 1=in #1 minefield
2 28 8 2=in #2 minefield
0 26 11 24064 43 32 32 5 100 6 0 0 3 3 3
0-onboard, 2-dugin?, 7-reinforcement?
26-horizontal map coordinate
11-vertical map coordinate
24064-platoon unit id
43-list # in org file for this scenario
32-
32-
5-strength
100-action points
6-morale
0-
0-16384=fixed, 2048=fatigued , 8=disrupted, 16=loaded18432=fixed&fatigued,18440=disrupted,fixed&fatigued, 16392=disrupted&fixed, 2056=disrupted&fatigued
3-
3-
3-
7 39 7= 7- 39-horizontal coordinate 7-vertical coordinate
2 26 11 16=IP(2nd and 3rd are h-v coordinates)
2 28 8 128=trench
2 28 8 8=in block position
2 28 8 24=block and IP
2 28 8 136=trench and block
2 28 8 32=bunker
2 28 8 40=bunker and block
2 28 8 1024=pillbox
2 28 8 1=in #1 minefield
2 28 8 2=in #2 minefield
RE: Forces Dialog and Reinforcments
THANK YOU ..you WarHorse you!!
RE: Forces Dialog and Reinforcments
You're quite welcome, hope it helps, never got a chance to play around further to fill in the blanks![:D]
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- Joined: Tue May 09, 2000 8:00 am
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RE: Forces Dialog and Reinforcments
ORIGINAL: carl11
Right, James thx. Understood, I explained this poorly; lets say you generate a battle. you open edit scenario to that random scenario, in the force dialog box are the units the game has made up as forces for that generated scenario.
Now, the game has already generated a reinforcement schedule for you, however, there is no Unit identifier when you open the setting- view/delete reinforcements, they are listed as types of units.
A generated battle never gives you via reinforcement all of the units listed in the force dialog, it just doesn't.
If I see for example a German Pz V reinforcement, which unit IN the forces dialog is it from? 3rd Pz Div? 17th? Theres no way to tell.
So,I'd like to add those NOT scheduled to the map and either keep them their or add them as reinforcements to be sure I get them all....
Leaving the question- IF I select a unit From the forces dialog and the game has scheduled the unit already IN the reinforcement que, will it just not appear at the time and place is was set up too, or stop me from putting them on the map with a pop up like ' hey that unit is unavailable' ( as its a set reinforcement), see, if not , I can never tell , UNLESS the forces dialog box displays units NOT scheduled and available for me to deploy at will...
If it is not a big scenario or there are not a lot of reinforcements you want to check then there is an easier way than Warhorse described.
If a unit has been deployed, either on map or as a reinforcement, then it will not appear in the force dialog box. If the whole sub unit has been deployed then it will not appear under the higher organization. For example you have the 3rd Panzer as your force. If the designer deployed (either on map or as reinforcements) all the units under the 3rd Panzer then there should be no units in the force dialog for you to deploy. You can go to the Replacement menu, click on the reinforcement you want to identify, note the arrival hex, turn and arrival percentage and delete the reinforcement. The unit will then appear under it's organization heading in the force dialog box as deployable. You can then make it a reinforcement again if you like.
This is only really practical if you don't have a lot of reinforcements AND the entire organization has been used. I think some designers may choose the whole division and only use part of it. In that case you are probably better off using the method Warhorse described or else you need a reallllly good memory

RE: Forces Dialog and Reinforcments
You sir, are, the bomb.
I had my suspicions that there had to be a come confluence between the 2, the units cannot be accounted for twice, right? [;)]
I was tooling around yesterday and noticed a unit, a specialized Bn. not available in the Force Dial. Out of the entire div. why was that unit truncated? now, I know, its spoken for in the reinforcement que, thank you James, very much for confirming this..
I had my suspicions that there had to be a come confluence between the 2, the units cannot be accounted for twice, right? [;)]
I was tooling around yesterday and noticed a unit, a specialized Bn. not available in the Force Dial. Out of the entire div. why was that unit truncated? now, I know, its spoken for in the reinforcement que, thank you James, very much for confirming this..