WAW - manpower

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cveta
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WAW - manpower

Post by cveta »

Question about manpower in WAW scenario.
When manpower goes down under 100 game send a warning to the nation you control. So production must be shifted to supplay and PP. But I would like to know how many manpower is spended on a unit you prduce? How much is needed for a plane or a ship?
I didnot find that in unit description window and as youall know my english sucks so maybe I miss something.
Any help is most welcomed.
Thanks

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explorer2
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RE: WAW - manpower

Post by explorer2 »

As best I remember, AT does not have a way of adjusting number of manpower per sft produced.
Therefore, it's one manpower per sft.
So 1 infantry sft uses one manpower, and 1 BB uses one manpower as well.
So to conserve manpower while maximizing unit strength, if that's your goal, produce less infantry and more tanks, artillery, planes, etc...
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cveta
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RE: WAW - manpower

Post by cveta »

So if I got you corectly it is same wast of manpower if I produce 10 rifles and 10 planes?
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explorer2
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RE: WAW - manpower

Post by explorer2 »

Exactly correct.
GrumpyMel
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RE: WAW - manpower

Post by GrumpyMel »

Actualy.... if you treat Manpower like a resource (not sure how WAW handles it), you can specify whatever cost you like per SFT as a designer. You can even use multiple types of resources.

I did that in the scenerio I created for the European Theatre.... so if you were creating an airborne infantry sft (for example) it would use up 2 regular manpower and 1 elite. The game engine is really powerfull that way.

I probably should have added the manpower costs on the SFT description field though...easier for players to remember.

Not a big deal for WAW since there is only one type and everything costs the same amount.




explorer2
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RE: WAW - manpower

Post by explorer2 »

GrumpyMel-
That is very interesting, I wasn't aware of that ability.
Could you perhaps show me how to do it, maybe a screenshot or two?
Thanks.
ghoward
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RE: WAW - manpower

Post by ghoward »

here comes version R. explorer, you are doing a great job!
GrumpyMel
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RE: WAW - manpower

Post by GrumpyMel »

ORIGINAL: explorer2

GrumpyMel-
That is very interesting, I wasn't aware of that ability.
Could you perhaps show me how to do it, maybe a screenshot or two?
Thanks.

Ok so here is a screenshot illustrating this from my European Theatre of Operations scenerio. The is from the Item Types Screen. You can see that I use more then 1 type of Manpower. Each Manpower Type has it's own regieme slot. For the Airborne Infantry Item Type that I have selected here it uses 1 Elite Manpower and 2 Regular Manpower for each SFT built.

We specify this in two places. The first, at the top of the screen indicates that you can't build the SFT unless the Elite Manpower Regieme Slot has at least a value of 1 and the Regular Manpower Slot has a value of at least 2. If you didn't place a value here, you could keep building SFT's even when the value of these slots were negative.

The second place on this screen we specify what value the game will subtract from each of those slots when we build one SFT of that type. Basicaly this does the book keeping for us. Simple as that....

Then all you need to do is have a bit of event code to increase the regieme slots for manpower by whatever value you want them to gain each turn. I'm sure you do that in WAW already.

Alternatively you could create location types that BUILD manpower each term (just specify it as an Resource Item Type). That way you could have manpower gain dependant upon the amount of territory you control. I do that with other resources (Organics, Minerals, Isotopes) in my Space Opera scenerio. In theory you could do that with manpower too...since it's just another resource type, but I didn't feel like going that route for European Ops...so I just used a fixed number in some event code instead.




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explorer2
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RE: WAW - manpower

Post by explorer2 »

Ooh. This is so cool. Thanks a lot for showing it to me GrumpyMel. [&o]
Wish I had known this ages ago.
If I take time to implement it, it could certainly add another layer of difficulty to WaW.
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cveta
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RE: WAW - manpower

Post by cveta »

Elite and regular manpover - sonds nice
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cveta
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RE: WAW - manpower

Post by cveta »



Explorer2 - plese check ammount of manpover of JA in U2 version - I was down to 80 in mid 1942. Dont know what is manpover status of other countries but this is a huge problem for JA.
This problem may be partialy caused by China overhelming forces becouse there is no restriction in West help to China.
So JA have a huge inf. casulties in China. Maybe it China is under control JA will produce much expensive units than rifles and SMG and manpover will be ok. Please give some thoughts about that mater.
But in bouth ways if manpover goes low in mid 1942 how to expect that game will last till 1945?
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explorer2
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RE: WAW - manpower

Post by explorer2 »

JA's manpower hasn't been changed at all. I don't think that's the problem.
The BIG problem is that I made 2 mistakes somewhere in version T.
I didn't think to put a limit to how many times in one turn West or SU can send aid to China. THat was a HUGE oversite on my part, and Kondor (and others playing those versions) have taken full advantage of.
Also, I simply had a typo in same versions giving China Level Bombers. Also a big mistake.
If it weren't for the China coding errors, I am certain you would have won as JA, really without much difficulty.

It may be hard to imagine how I could miss such mistakes, but since it's really impossible to "test" the game out without actually playing it, and even then, there are sooooo many different ways of playing it that sometimes a mistake doesn't show up for a year (literally) and then it's so hard to track down, I do indeed make errors, which is why, up to now, I have continued calling it Beta.
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cveta
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RE: WAW - manpower

Post by cveta »

Yes I agree that China hammerd me realy badly. So if this manpover loss was becouse of gameplay then ok. I hope that JA will have enought manpover when west wont be bale to send multiple help to China and Su.
Thanks for an answer
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