Editor questions

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Saladin
Posts: 16
Joined: Wed Nov 06, 2002 11:36 am

Editor questions

Post by Saladin »

Has anyone ben successful using the editor to do anything at all? I am trying to make more infantry units and having no luck. Can this even be done, or can I only ammend the units currently available. There are a lot of empty slots on the left side under locations and I was just randomly selecting one to use. Is that why I'm unsuccessful? Any help appreciated. Thx
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tanjman
Posts: 668
Joined: Sat Jan 26, 2002 10:00 am
Location: Griffin, GA

Creating units using the editor.

Post by tanjman »

Saladin,

When creating ground units using the editor be aware of the following:

1) Locations are used for the following.
slots 0002 - 0099 Japanese HQs
slots 0102 - 0199 Allied HQs
slots 0201 - 0499 Bases, Beaches etc...
slots 0501 - 0999 Japanese ground units
slots 1001 - 2599 Allied ground units
slots 2601 - 2799 Japanese Task Forces
slots 2801 - 2999 Allied Task Forces

so because of the above you need to be careful when using the insert (slot) or remove (slot) buttons, make sure that when your done all of the original unit types are still in the same slot ranges.

2) Port is used for a HQ or ground unit, it means its nationality, this is a must. I think it is only used for generating the proper rank and name used for the computer generated leader.
IJ Army = 1
IJ Navy = 2
US Navy = 4
US Army = 5
US Marines = 6
Australian = 7
New Zealand = 8
British = 9
French = 10
Dutch = 11
BTW these are the same for air group nationality.

Important note: HQ and near (base # if delay = 0, leave blank if delay > 0) need to be filledout properly. If say you create an Australian Infantry battalion and HQ = 0 and near is 269 (Brisbane) the the battalion will be in Brisbane but will default to a Japanese unit instead of Australian.

3) Symbol is used make sure cavalry (12) units and parachute (13) parachute units use the correct icons instead of the standard infantry one.

BTW you didn't mention which scenario you're editing. Editing scenarios other than 17 can cause strange things to happen. This is because all of the other scenarios have hardwire features that do not transfer with it when saved to a different slot. Scenario 17 is supposed to be the exception to this.


I think I've covered all of the possible problem areas. If not, feel free to post a reply with more questions or send me a private message with them. :)
Gunner's Mate: A Boatswain's Mate with a hunting license.
Saladin
Posts: 16
Joined: Wed Nov 06, 2002 11:36 am

Editor

Post by Saladin »

Thanks Tanjman for your help. One other question though: I created an AA unit and it showed up with 80,000 second line troops. LOL Did I do sommething wrong?
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tanjman
Posts: 668
Joined: Sat Jan 26, 2002 10:00 am
Location: Griffin, GA

80,000 second line troops!!

Post by tanjman »

Saladin,

I'm not sure, but everything but infantry and vehicles (vehicles have thier own catagory) are counted as second line troops. Whats the TOE (Table of Orginsation & Equipment) of this AA unit? With 80,000 troops it sounds like a Soviet Artillery Corps and not an AA Regiment or Battalion. :eek: It must take a whole bunch of APs & AKs to move that sucker. :D
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Flying fortress
Posts: 35
Joined: Fri Nov 01, 2002 4:07 am

Post by Flying fortress »

Did you put a AA gun that's normally placed on ships? If so that would explain the astounding numbers. Try creating an coast gun battalion with 16in guns or 18.1in guns, or even the smaller 6.1in/60 gun. You will see some crazier numbers. Same with certain type of radar. type 13 radar takes up huge numbers. But for some strange reason, SG radar does not. For me, a rule of thumb would be, "Don't put any huge caliber ship-board weapons on any ground units or you will get humongous numbers and will not be able to move them or even put them on transports."


Hope this helps,
Flying fortress
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Joined: Fri Nov 01, 2002 4:07 am

Post by Flying fortress »

Before I forget, one more thing, support troops take up alot of space. If you have 255 support, expect to have something like at least 10,000 load value or more.
Saladin
Posts: 16
Joined: Wed Nov 06, 2002 11:36 am

Editor numbers

Post by Saladin »

Ok thanks again all who responded. Yes I had accidentally put a shipboard AA gun on the ground, and it caused the high numbers. By the way am I expected to have a working knowledge of which guns go where, or is there a way to find out which ones are land based or sea based?
Saladin
Posts: 16
Joined: Wed Nov 06, 2002 11:36 am

Ships

Post by Saladin »

Tanjman or fortress: Does one of you know the slot specifics for creating allied ships? I need to put a couple troop transports in scenario 17. Thanx
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tanjman
Posts: 668
Joined: Sat Jan 26, 2002 10:00 am
Location: Griffin, GA

Ships Slots

Post by tanjman »

Saladin,

I used the following slots with no problems so far.

0001 - 0999 Japanese Ships
1001 - 1999 Allied Ships

The easiest way is to copy an existing ship (of the type you need) and copy (not move) it to an empty slot and rename it and make whatever other needed changes.

BTW the Air Group slots I use are:

0001 - 0599 Japanese Air Groups
0689 - 1999 Allied Air Groups

Be careful moving airgroups around because then you have to reassign all the pilots to the new location.
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Flying fortress
Posts: 35
Joined: Fri Nov 01, 2002 4:07 am

Post by Flying fortress »

Here is the list of guns. Hope this helps.
For ships, you can put ground based guns. It seems to me like 40mm AA Gun (2) (ground) seems to be very strong against aircraft especially when placed in large numbers along with the Bofors 40mm ship board buns.

For example, I put:
40mm bofors shipboard AA
40mm AA gun (2) ground
90mm AA gun ground/or 40mm 2pdr AA

These guns seems to be the most powerful against aircraft, and go very well against all kinds of threats, from dive bombers to level bombers.


Ship Board Guns
18.1"/45 T94
16.1"/45 3YT
14"/45 41YT
8"/50 3YT-11
6.1"/60 3YT
6"/50 41YT
5.5"/50 3YT
5.5"/40 QF
5"/50 3YT
4.7"/45 3YT
16"/45 Mk1
16"/45 Mk6
16"/50 Mk7
14"/45 Mk8
14"/50 Mk7
12"/50 Mk8
8"/55 Mk9
8"/55 Mk12
6"/47 Mk16
6"/53 Mk12
5"/51 Mk7
4"/50 Mk9
5"/38 Mk22
5"/51 Mk9
8"/50 Ml VIII
6"/50 Mk XXI
4.7"/45 QF
4"/45 BL Mk IX
4"/45 QF Mk XIX
4"/45 QF Mk XIX

Shipboard AA guns
5"/40 Type 89
4.7"/45 10YT
3.9"/65 Type 98
3.9"/50 Type 88
3"/60 Type 98
3"/40 Type 88
5"/25 Mk 10
5"/38 Mk12
3"/50 Mk10
4"/45 QF Mk V
25mm Type 96
13.2mm Type 93
40mm 2Pdr AA
40mm Bofors AA Gun
20mm OER AA
1.1" Mk 1 AA
.5" M2 BMG
2Pdr MkVIII AA

Ground based AA guns
Barrage Balloon
13mm AAMG (2)
25mm AA Gun (3)
40mm AA Gun (2)
75mm AA Gun
105mm AA
20mm Oer. AA Gun
37mm AA Gun
40mm Bofors AA Gun
90mm AA Gun

Ground Based guns
6" CD
155mm CD
155mm Field Arty
20mm AA/AT
37mm AT
47mm AT
81mm Mortar
90mm Mortar
70mm Howitzer
75mm Infantry Gun
75mm Mtn. Gun
75mm Field Gun
105mm Howitzer
150mm Howitzer
155mm CD
25 Pdr Howitzer
37mm AT
81mm Mortar
75mm Pack Howitzer
105mm Howitzer
155mm Howitzer
155mm Field Arty



Hope this helps, if you need anything else, let me know.
Saladin
Posts: 16
Joined: Wed Nov 06, 2002 11:36 am

Looks good!

Post by Saladin »

Ok I was able to make ships and troops so I guess I'm omw to making a good scenario! Thx guys
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