NATO/WARSAW PACT

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ericdauriac
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NATO/WARSAW PACT

Post by ericdauriac »

Hello,

I would like to make a NATO/WP scenario, to give you an idea of the work, the units would be as follows:


HQ, Armoured/Mechanized Division, Armoured/Mechanized Corps (smal and large), Infantry Corps, Mountain Division, Marine Division, Parachute Division, Artillery Division, Ground Missile Division, Fighter, Multirole fighter, fighter ground assault, maritim patrol, bomber, long range bomber, CV stobar and catobar, ASW frigates, anti-aircraft frigate or destroyer, multirole frigate or destroyer, cruiser, diesel submarine and nuclear submarine.


But I have a few questions about how the game works to create this scenario.

1° Are the guns effective only on armoured units or are they effective on others as well?

2° Is it possible to assign a ZOC to the divisions by the editor?

3° How can the editor change the names of alliances?

4° Is it possible to give units an not planned advance without creating a bug? (example: put Breakthtrough to infantry)

5° Is it possible to give units a higher level of advancement than the country without creating a bug? (example in 1939, putting an Assault = 1943 of advancement to the German infantry)

6°Is it possible to make submarines attack submarines?

Of course most of the questions are addressed to Alvaro!

thank you for your answers!
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

#1 Yes guns just fire in an order when resolving combat. Their main function is to reduce the chance of retreat.
#2 No
#3 Actually you can't I just noticed unless you create a brand new game. I will add that in today
#4 Yes they just use that chart that's all
#5 Yes
#6 No
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RE: NATO/WARSAW PACT

Post by ericdauriac »

I keep asking questions.

7) Is it possible to allow remote attacks for ground units (to simulate SCUD type missiles)?
8) Do CVs attack subs with their ASW or Naval air value?
9) the tab Country=> A.I=>Unit Advancements, does not allow to change Advancements of type of units?
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

#7 I want to say no but I would increase the range on the land unit to 2 and test it.
#8 anti-sub
#9 get the new official 1.00.07 it is fixed.
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RE: NATO/WARSAW PACT

Post by ericdauriac »

9) the problem is not solved by version 7, a modification by the tab Country=> A.I=>Unit Advancements, has no effect on the "Advancement" available by units in "Unit Build".
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

Ok I see what you mean. That A.I. tab is for when they build NEW units IN GAME not the build screen itself in the editor. Otherwise when you want to build different units you would have to ping pong between the two.

You need to select the advancement you want for the unit you are customizing to build on the country->build units. It stays set until you change it there.
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RE: NATO/WARSAW PACT

Post by ericdauriac »

The project is progressing. Ground and air OOBs are advanced. Here you will see the positions of the Warsaw Pact in Europe and NATO's defence against the FULDA gap.



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RE: NATO/WARSAW PACT

Post by ericdauriac »

FULDA Gap

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RE: NATO/WARSAW PACT

Post by ericdauriac »

In order to assign a ZOC to the divisions I was forced to call them Corps...

Alvaro :

#7 : Even with a range of 2s, ground units only attack at 1?

#6 : Is it possible to change the hard programming to allow subs to attack other subs?

#2 And divisions to have a ZOC?
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

#7 the range should always be 1. Land units don't attack farther than that. The A.I. isn't equipped for it.
#8 it is hardcoded. I can change it but the A.I. isn't equipped to deal with it
#9 That I can't do. It would change all games. It was short sited of me to not set a flag for ZoC on or off. It is based on size and units divisions or less do not exert ZoC. Instead I should have had a flag for each unit type.

All things I can change. But in some cases I can't because it would impact everyone drastically between versions.
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

Well I decided to spend the day solving this problem having it not being based on the size but a flag. So the next update it will have a series of toggles to set each land unit to ZoC on or off. But this will only work with the new versions of the scenarios and the .8 update.
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RE: NATO/WARSAW PACT

Post by Hairog »

Nice work Al! Another milestone in wargaming programming.

I bet giving us customizable task forces for the Pacific will be an easy one.Add a destoyer floatila and increase your ASW, screening and AA values, add a couple of BBs and get added bombardment and surface combat numbers.

Looks like a great mod ericdauriac. Can't wait to try it out.
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

My limitation is current games and the amount of time it would take to remodel the code.

So if I change the data structure too much I could break the code and lead to a big beta testing phase. Then it will nix all current games as well.
Also a chance in how things are doing affect current games.
Also since this was the 1st game of this type with unique attributes and levels of detail I was unsure of how to structure the data.
And technically before this I had not programmed in literally 30 years. So I had to learn everything like new. Luckily a lot of that old 1980s assembly language style efficiency programming stuck.

WarPlan 2 will be more robust allowing for adjustments easier.

Recoding WarPlan 1 would take me a year.

With the Pacific I can manually update and change things myself as I fix WarPlan Europe so all these bugs won't be there in beta. It will be all new bugs. I still have to generally follow the same data structure but I have more flexibility since it isn't out. But I don't want to reprogram the whole thing. I might as well make WarPlan 2 then.
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RE: NATO/WARSAW PACT

Post by ericdauriac »

the work you've done, Alvaro, is fantastic. I'll be able to develop my mod. It'll take me some time and there will be some flaws. You'll all have to be forgiving.
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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

The funny thing is when you posted this the very same day right after your post I ran into the same problem with my new North Africa campaign.
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RE: NATO/WARSAW PACT

Post by MPHopcroft1 »

I imagine a WWI mod would face the same issues, not the least of which is trying to simulate 1914 strategies.
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RE: NATO/WARSAW PACT

Post by ericdauriac »

Alvaro,

Is it possible to put the strength of the aircraft carriers equal to 10 ?
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RE: NATO/WARSAW PACT

Post by ericdauriac »

What do these numbers mean and how are they calculated?

For example:
Naval Air = 3 while this fleet has an aircraft carrier with Naval Air = 8.
or anti sub = 4 while this fleet has anti sub = 6x2+2x4.

With regard to the number at the top, is it the number of aircrafts on board? How can it be changed?

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RE: NATO/WARSAW PACT

Post by ericdauriac »

After creating the ground and air units, I set up the naval units.

I have some difficulty with subs that seem to be ineffective against surface ships? All attacks by subs result in no losses on ships but losses on subs. I created a sub monster (akula with surface combat = 29!) without any more effect (see figure).

The subs are able to make losses on the ships only in interception and only if i use the monster.

About the monster, why does surface = 29 translate to surface = 2?

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RE: NATO/WARSAW PACT

Post by AlvaroSousa »

You are way off scope of the ranges for the game. Numbers should usually be between 1 and 10 for combat values. You must be on a previous version because the beta (that I remember) limits ranges.

The circles blue 10 is how many carrier strength that unit has. It is based on the strength of the unit. It uses the air values of the unit.
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