Adding Weapons to a Core Force Unit

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

Moderator: MOD_SPWaW

Post Reply
Mikimoto
Posts: 453
Joined: Mon Nov 06, 2000 10:00 am
Location: Barcelona, Catalunya

Adding Weapons to a Core Force Unit

Post by Mikimoto »

Hello.

Looking for some help. Time ago I saved some campaign battles as scenarios. Did this to send to friends that buyed and deployed the AI force better and more historical.

And to try to edit core force units. For example, I added a Panzerwurfmine to some infantry squads, an AT-rifle to anothers, AT-mines added to recon elementes or one MP40 to some squads... It worked fine for that battle.

Next battle the ammo of the new weapons were reset to zero. Even putting them in the same hex with a ammo truck dont worked. It retained the weapon, but was useless for the rest of the campaign... unless you edit the units in all the battles (tired and boring). It is not the same as changing the unit name (it lasts until you upgrade the unit, then you must change it another time).

My very first question is: Will be possible to modify units in ver. 7.XX and retain mods and new weapons?

Thanks in advance.

[ November 08, 2001: Message edited by: Mikimoto ]</p>
Desperta ferro!
Miquel Guasch Aparicio
Larry Holt
Posts: 1644
Joined: Fri Mar 31, 2000 10:00 am
Location: Atlanta, GA 30068

Post by Larry Holt »

You can do this now. Go into the OOB editor and change a unit to what you want it to have. At the end of a battle, upgrade your current unit to the edited one.
Never take counsel of your fears.
O de B
Posts: 124
Joined: Tue Mar 28, 2000 10:00 am
Location: France, Paris

Post by O de B »

I think it's because you edited the units in a savegame.
So if you repair them at the end of battle they revert to the OOB version imho.
Mikimoto
Posts: 453
Joined: Mon Nov 06, 2000 10:00 am
Location: Barcelona, Catalunya

Post by Mikimoto »

Thank you for your reply.

Larry: It seemed a good way without touching the OOb files, cause I play also PBEM and want some integrity with my opponents. And find me crazy about what OOb file I need for each of them and to play solo campaigns. <img src="rolleyes.gif" border="0">

O de B: Olà! I renamed the files from .sav to .scen or something like this (I have Mike Amos instructions at home, not here) and edited units as if they were the units of a scenario. Once edited/modified I saved the Scen and renamed it again. And worked fine during "that" battle only. <img src="frown.gif" border="0">

OOps. I will try not to repair/replace losses to see if it saves the ammo.

Thanks

[ November 08, 2001: Message edited by: Mikimoto ]</p>
Desperta ferro!
Miquel Guasch Aparicio
User avatar
Warhorse
Posts: 5373
Joined: Fri May 12, 2000 8:00 am
Location: Birdsboro, PA, USA
Contact:

Post by Warhorse »

@ Mikimoto
I do this quite often, and have had no problems. I believe the problem could be with you editing the weapons in the last two slots, correct? You probably will need to turn off limited ammo, and try that, but I have armed some of my squads with Gewehr 41 Rifles, and engineers with different size satchel charges, and have not seen this happen yet, sorry <img src="wink.gif" border="0">
Mike Amos

Meine Ehre heißt Treue
www.cslegion.com
User avatar
Warrior
Posts: 1648
Joined: Thu Nov 02, 2000 10:00 am
Location: West Palm Beach, FL USA

Post by Warrior »

Originally posted by Mikimoto:
It seemed a good way without touching the OOb files, cause I play also PBEM and want some integrity with my opponents. And find me crazy about what OOb file I need for each of them and to play solo campaigns.
I've found that having more than one game installed on my computer is the best of all worlds. (If, of course, you have lots of hard drive space.) I have one game dedicated for design work, another for PBEM, etc. That way if I want to mess with Oob's, it won't interfer with my PBEM games. And BTW, I just found out (courtesy of Redleg) that there are "hidden" weapons in the Oob's. They're in the numbers above 240, and some are pretty interesting. You can get them in the usual replace manner by simply using the number you don't see on the menu. What a cool game, I've been playing for well over a year and still learning new stuff!

<img src="biggrin.gif" border="0">
Retreat is NOT an option.

Image
Mikimoto
Posts: 453
Joined: Mon Nov 06, 2000 10:00 am
Location: Barcelona, Catalunya

Post by Mikimoto »

Hi.

To Mike: Yes they were the last two slots (those that it is easiest to be empty). And I play always with reduced ammo on (in fact all the realism preferences ON, excepto C&C). If I change a weapon of the same class I have no problems with it: say exchange a kar98 by a Gewer41. It is in the empty slots... I will try another time.

To Warrior: I have not lot of space in my HD but... dont worry about this, thanks. Hey, this info about weapon number above 240 is a wonderful thing. I will give a try, sure.

Every day you learn something new.
Gracias Camaradas. <img src="biggrin.gif" border="0">
Desperta ferro!
Miquel Guasch Aparicio
Post Reply

Return to “Steel Panthers World At War & Mega Campaigns”