Dev Insight Needed: Element Types and Special Values

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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ImperatorAugustus
Posts: 154
Joined: Thu Dec 09, 2021 7:00 am

Dev Insight Needed: Element Types and Special Values

Post by ImperatorAugustus »

Obviously there is a huge amount of undocumented hard code onto how exactly element types work. I have several questions to this.

1. Beethoven IIRC had played around with getting substitutions to work and was not able to discern the exact requirements for this to happen. Could this be detailed?

2. Various element types have 'hidden' combat factors. Obviously engineers give engineer bonus, heavy artillery gives artillery bonus, self propelled elements getting a higher FPE in attack. Can this be explained? We have no real way of checking if this is WAD without knowing what you have made these types do exactly.

3. If I add a new type, what does it default as? Units can have an AFV or Artillery generic target focus, but if I make a XYZ type, is that considered an AFV?

4. How do things like incendiary bomb differ from regular?

5. What are all the special editor values? Things like 'effect' and armor values being '1'. What do they do exactly?

6. Is there a reason why many elements in fully motorized formations not gain additional engagement ability? Kind of defeats the purpose of German Tank Destroyer doctrine where you had fully motorized AT guns kept in reserve to quickly respond to a breach by displacing to optimal positions to cut off or ambush the enemy.
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