Force Pool slots

Post new mods and scenarios here.
Post Reply
Moss Orleni
Posts: 201
Joined: Mon Nov 03, 2008 8:36 am

Force Pool slots

Post by Moss Orleni »

Hi all,

With the release of WaR, the time is right to re-raise a question I once asked in the past but for which I never got a clear-cut answer.
I hope that now, the makers of WaR will be able to shed some light!

Currently, each force pool contains up to 20 different teams, and these teams are visualized by 20 team slots in the Requisition and Scenario Editor screens. However, the Force Pool data file contains up to 46 possible team slots.

1. Is there any constraint on using team slots beyond the 20th in the Force Pool file?
As I understand it, those additional slots can and will be used by the AI when selecting/replacing units from the active roster (based on the unit values and types). However, they cannot be seen by a human player. Are the additional slots in any way 'reachable' to a human player?

2. If the constraint is purely graphical, is there a way to visualize those additional slots in the Requisition and Scenario Editor screens (f.i. by placing a scrollbox next to the force pool slots, or by simply expanding the corresponding gadgets)?

The reason for asking is simple: the expansion of Axis and Allied Teams to include 196 lines opens up great possibilities to fine-tune the composition of a battlegroup (not only in terms of equipment, but also in terms of morale/experience), which IMO adds a lot of extra flavor to the game. However, the real constraint now lies with the 20 slots per force pool. It seems that from a logical point of view, the game engine is perfectly able to cope with more than 20 teams per BG. It might be relatively straightforward to implement this graphically as well, so as to make the additional slots available to human players.

Any info is appreciated!
Cheers,

Moss
Nomada_Firefox
Posts: 1280
Joined: Mon Nov 12, 2001 10:00 am
Location: Spain
Contact:

RE: Force Pool slots

Post by Nomada_Firefox »

Currently, each force pool contains up to 20 different teams, and these teams are visualized by 20 team slots in the Requisition and Scenario Editor screens. However, the Force Pool data file contains up to 46 possible team slots.
Forget to use more of 20 columns. CCWAR as CC5 only use 20 columns.

On data there are many things from previous CC games that WAR does not use.
Moss Orleni
Posts: 201
Joined: Mon Nov 03, 2008 8:36 am

RE: Force Pool slots

Post by Moss Orleni »


Nomada, did you effectively test this, or are you just assuming? According to info at the CSO or CCS site (don't remember which), the AI in CC4 will choose from all slots within the force pool file (so even beyond the 20th) to replenish teams in the active roster (based on the team type). There is no reason why this would have been especially 'deactivated' for CC5 or WaR, is there?

I'm very interested in hearing the opinion of the game testers/designers here...

Cheers,

Moss Orleni
Nomada_Firefox
Posts: 1280
Joined: Mon Nov 12, 2001 10:00 am
Location: Spain
Contact:

RE: Force Pool slots

Post by Nomada_Firefox »

ORIGINAL: Moss Orleni


Nomada, did you effectively test this, or are you just assuming? According to info at the CSO or CCS site (don't remember which), the AI in CC4 will choose from all slots within the force pool file (so even beyond the 20th) to replenish teams in the active roster (based on the team type). There is no reason why this would have been especially 'deactivated' for CC5 or WaR, is there?

I'm very interested in hearing the opinion of the game testers/designers here...

Cheers,

Moss Orleni
On CC5 this was deactivated or did not exist and on WAR happens the same. WAR is only a CC5 with some small cosmetic changes and some big changes on game engine, on special on AI.
Post Reply

Return to “Mods and Scenarios”