# Auto-add/remove teams to/from FPs on team type change?

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davidss
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Joined: Thu Dec 10, 2009 5:24 am

# Auto-add/remove teams to/from FPs on team type change?

Post by davidss »

TLD - Campaign file

What does this option do?
Stock TLD has it set at ... 1 = YES

# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by Tejszd »

I believe if you change a unit type in the FP it will replace the current unit type WITHOUT the AI/Player having to use the reinforce button to get the new unit type in the FP.
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by davidss »

ORIGINAL: Tejszd

I believe if you change a unit type in the FP it will replace the current unit type WITHOUT the AI/Player having to use the reinforce button to get the new unit type in the FP.

Thanks for the reply.
I don't really know what you are talking about ... is it possible for you to use an in game example?

1. are you talking about a player making changes to the active roster ... and in doing so, a team type is changed?
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by Tejszd »

No, I'm not talking about the player.

In the Force Pool for a BG if the developer/mod maker changes a Pz IV C to D then with that option enabled the PzIV D tank and quantity would replace any PzIV C models still in the forcepool available to the player to select units from.
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Platoon_Michael
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Joined: Sun Mar 09, 2003 5:14 am

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by Platoon_Michael »

You saying the game adjusts the FPool based on what the player selects?

If he doesn't want the Command Jeep and chooses the Command Sherman the Fpool will adjust to that by putting more Command Shermans in the Fpool and remove the Command Jeep?

How many times will it do this and how many Tanks would it add?

I'm confused

Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by Tejszd »

No....

On a future date, the fpool for CC4/5/WAR/TLD shows the type and quantity available on a given date/turn, when a unit type changes instead of just the quantity available the game based on the setting will;

0 = No results in the game ignoring the change. The AI/Player must press the reinforce button to get the new unit type(s) and quantities of all units
1 = Yes results in the game automatically adding a unit type and removing the old unit type for that spot when the unit type changes in the forcepool

davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: # Auto-add/remove teams to/from FPs on team type change?

Post by davidss »

ORIGINAL: Tejszd

No....

On a future date, the fpool for CC4/5/WAR/TLD shows the type and quantity available on a given date/turn, when a unit type changes instead of just the quantity available the game based on the setting will;

0 = No results in the game ignoring the change. The AI/Player must press the reinforce button to get the new unit type(s) and quantities of all units
1 = Yes results in the game automatically adding a unit type and removing the old unit type for that spot when the unit type changes in the forcepool


Hi Tejszd,
I think I've finally figured out what you are saying ... maybe.
Let's use DD Sherman tanks as the example.

In the fpools.txt 7-DD Sherman tanks are available on June 6, but zero (none) available June 7,8,9
In the fpools.txt Regular Sherman tanks are not available June 6, but 3-Regular Sherman tanks available June 7,8,9

Let's have an example ...
There are 6-DD Sherman tanks in the Force Pool and 1-DD Sherman tank in the Active Roster

So, if:

1.Auto-add/remove teams = YES
June 6:
a.6-DD Sherman tanks/Force Pool and 1-DD Sherman tank/Active Roster
b.0-Regular Sherman tanks Force Pool/Active Roster

June 7:
a.0-DD Sherman tanks/Force Pool and 1-DD Sherman tank/Active Roster
b.3-Regular Sherman tanks Force Pool and 0-Regular Sherman tank/Active Roster

1.Auto-add/remove teams = NO
June 6:
a.6-DD Sherman tanks/Force Pool and 1-DD Sherman tank/Active Roster
b.0-Regular Sherman tanks Force Pool/Active Roster

June 7:
a.6-DD Sherman tanks/Force Pool and 1-DD Sherman tank/Active Roster
b.0-Regular Sherman tanks Force Pool/Active Roster

Use the re-enforcement button ... which results in the following:
June 7:
a.0-DD Sherman tanks/Force Pool and 1-DD Sherman tank/Active Roster
b.3-Regular Sherman tanks Force Pool and 0-Regular Sherman tank/Active Roster

If this is correct ... I can see problems with having Auto-add/remove teams = YES
1.A player may want to use up all the DD Sherman tanks in the Force Pool before switching to the new type (Regular Sherman)
2.It's hard to keep track of units when it's done automatically ... at least when a player uses the re-enforce option, it makes him/her aware that changes are going to happen

If this is correct ... I can see an advantage with having Auto-add/remove teams = YES
1.New (better types) are available without using re-enforce

I guess it needs to be Auto-add/remove teams = YES for stock TLD ... since re-enforce isn't activated

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