How to Edit Starting Units?

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TechSgt
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How to Edit Starting Units?

Post by TechSgt »

To make a long story short, I was editing the Marianna campaign to add the mission army general.

I found he was already in the game just not enabled to show up with the rest of the Guam invasion force.

Added, tested, done. So, let's play some more.

How to add, delete, and/or edit the starting units, inside a landing transport?

There should be a listing of the on=map starting units which to edit.

Thanks, I have fun with this game.
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BillRunacre
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Re: How to Edit Starting Units?

Post by BillRunacre »

Hi

With units that start in transports, they have to be placed on land, edited as desired, and then if you select them and move them to a sea hex, you will get the option to place them in one of the various types of transport.

In terms of a listing, within the editor there is a tool that will take you someway towards that.

In the top row of buttons, select Go to -> Select Unit Position

You can then choose a nationality and unit type, and it will display the starting positions for all of that relevant type for that nation.

Note however that units may also be in the Deployment or Production Queue, and these can be found by going to:

Campaign -> Edit Country Data -> Edit Production Queue/Edit Deployment Queue
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TechSgt
Posts: 335
Joined: Fri Sep 19, 2008 8:41 pm
Location: Los Angeles

Re: How to Edit Starting Units?

Post by TechSgt »

Apparently enabling General Bruce to appear with his division broke the replacement to firing General Smith.

Long story short, I got General Jarman to appear and be the option for replacement, but that causes a pop-up about the USA now being able to produce HQ units on 24 June 1944. The date is because that is when the incident happened.

Thought question: Is there a method to shipping in a transport to the battle area, then moving the unit from the transport to the landing craft?
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BillRunacre
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Re: How to Edit Starting Units?

Post by BillRunacre »

Units can only switch from regular transports to amphibious, or vice versa, at a port, so it will be best to factor that into your planning.
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BillRunacre
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Re: How to Edit Starting Units?

Post by BillRunacre »

TechSgt wrote: Wed Aug 28, 2024 9:20 pm Apparently enabling General Bruce to appear with his division broke the replacement to firing General Smith.

Long story short, I got General Jarman to appear and be the option for replacement, but that causes a pop-up about the USA now being able to produce HQ units on 24 June 1944. The date is because that is when the incident happened.
It sounds as though you may have edited the date at which US HQs can be bought, as it defaults to the campaign's start date of the 15th June 1944, rather than the 24th?
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TechSgt
Posts: 335
Joined: Fri Sep 19, 2008 8:41 pm
Location: Los Angeles

Re: How to Edit Starting Units?

Post by TechSgt »

If you run the normal scenario, there is no pop-up, but it uses the wrong General to replace R Smith. Just using this as a chance to learn the editor basic. So, I somehow got the pop-up doing this. Yes, I changed the date to be the 24th, and it works fine with no option to replace until the 24th. Match up history.

Is there a way to edit which coastal hexes cannot be landed on using the terrain editor layer?

By using scripts, and checking hex occupation it should be possible to make a pop-up of Banzai Cliffs near Marpi Point airfield? The existing events seems to be tied to date.

Thanks
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BillRunacre
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Re: How to Edit Starting Units?

Post by BillRunacre »

You could add an impassable terrain type to the relevant hexes.

This will require choosing one with a suitable look, and then editing the movement cost for entering the terrain to impassable.
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