Editor question

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damezzi
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RE: Editor question

Post by damezzi »

I have some extra questions regarding the editor and the game engine:

- Is there a way I can simulate attrition at sea, i.e., troops perishing during a long journey, ships sinking, etc?
- Trucks must be in the HQ unit to add land capacity points for transfers?
- If I have a unit stocking plenty of supply near my front units, I need to transfer this supply to HQs in order to distribute them? If I have no HQ around can’t I distribute this supply directly to units? I would like to simulate moving supply stocks which aren’t HQs.
- I don’t know if I understood the Recon rule well, but from what I could infer subformations get hide points in some terrains and when more subformations are present in a unit, more hide points this unit will have, so that spotting a unique subformation in a forest hex would be easier than spotting 10 subformations, since they would have more hide points. Is that right? Because, if so, this would be weird, since, usually it would be easier to spot a whole division in a forest than a single squad. Or the hide points from the terrain aren’t multiplied by the number of subformations? The formula Recon Points - Hide Points seem strange, since it gives the impression that the more 'troops' you have, the easier it will be to hide. I think I got something wrong here.
Lunaticus_matrixforum
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RE: Editor question

Post by Lunaticus_matrixforum »

Here are some answers from how I think things work:
1. Difficult. Has been discussed extensively here but I think there is no real 100% solution.
tm.asp?m=2122394
2. Yes
3. Supply only goes to HQ and from HQs to units. Never directly to units.
4. Well all units with hiding ability "shield" a hex and make everything in the hex more difficult to see for the enemy. So is not specific afaik to the subformations having hide points. Hide value for the terrain are added for all units together. So yes sometimes if you have more units in a hex they make all units in the hex more difficult to see. I think the idea is that the units with hide values are hampering enemy recon in the hex and so e.g. some scouts (or whatever has a hiding value) are defending the main body from enemy eyes.

damezzi
Posts: 299
Joined: Wed Jul 18, 2007 2:02 am

RE: Editor question

Post by damezzi »

Thanks for the fast answer Lunaticus.

Yet, I still find strange the idea under the Recon concept. Ok, subformations with hiding ability could add to a unit capacity of not being spotted, but being cumulative without a maximum value???... and mainly when the hiding points come from terrain and not from special ability which, at least, would justify accumulation. I really can`t see why a unit (without special hiding ability) would hide better in a forest hex having 10 subformation in it than a unit with only one. Even if they can put more effort in hiding, a recon detachment in a high spot would spot a big number of troops much easier (I think), not to mention air recon; in that case, a high concentration of troops should be easily spotted. Anyway, for what I have in mind, I'm more concern about how it works than with realism. Thanks again.
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Vic
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RE: Editor question

Post by Vic »

ORIGINAL: damezzi

Thanks for the fast answer Lunaticus.

Yet, I still find strange the idea under the Recon concept. Ok, subformations with hiding ability could add to a unit capacity of not being spotted, but being cumulative without a maximum value???... and mainly when the hiding points come from terrain and not from special ability which, at least, would justify accumulation. I really can`t see why a unit (without special hiding ability) would hide better in a forest hex having 10 subformation in it than a unit with only one. Even if they can put more effort in hiding, a recon detachment in a high spot would spot a big number of troops much easier (I think), not to mention air recon; in that case, a high concentration of troops should be easily spotted. Anyway, for what I have in mind, I'm more concern about how it works than with realism. Thanks again.

Sorry there Lunaticus was wrong on the hide issue. Units are tested seperatly if they hide properly or not. An each unit uses the hide score of the SFtype with the lowest hide score. So a unit mixed with scouts and infantry has a hide score of 0.

Best regards
vic

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Lunaticus_matrixforum
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Location: Germany

RE: Editor question

Post by Lunaticus_matrixforum »

ORIGINAL: Vic

ORIGINAL: damezzi

Thanks for the fast answer Lunaticus.

Yet, I still find strange the idea under the Recon concept. Ok, subformations with hiding ability could add to a unit capacity of not being spotted, but being cumulative without a maximum value???... and mainly when the hiding points come from terrain and not from special ability which, at least, would justify accumulation. I really can`t see why a unit (without special hiding ability) would hide better in a forest hex having 10 subformation in it than a unit with only one. Even if they can put more effort in hiding, a recon detachment in a high spot would spot a big number of troops much easier (I think), not to mention air recon; in that case, a high concentration of troops should be easily spotted. Anyway, for what I have in mind, I'm more concern about how it works than with realism. Thanks again.

Sorry there Lunaticus was wrong on the hide issue. Units are tested seperatly if they hide properly or not. An each unit uses the hide score of the SFtype with the lowest hide score. So a unit mixed with scouts and infantry has a hide score of 0.

Best regards
vic

Oops did not know that, one never finishes learning with this very nice game. Thanks for the update.
damezzi
Posts: 299
Joined: Wed Jul 18, 2007 2:02 am

RE: Editor question

Post by damezzi »

Thanks Vic, for the input. Using the lowest hide score makes sense. But I still don't get the terrain modifier on this. Suppose the following situation:

A unit with 250 Recon Points is moving and we have an adjacent unit with 25 'zero hide points' subformations in a terrain that has 10 hide points. Now, what would be the result?

1.  250 Recon - 250 Hide points (25*10 for terrain) or;

2.  250 Recon - 10 Hide points (being the terrain hide points applied to the unit just once, independently of the number of subformations)?

Number 1 doesn't make sense in my opinion, since it would be stating that the larger the number of subformations in a unit, the more difficult it would be to spot them and subdividing the 25 subformations in 25 units would make them much more likely to be spotted, since units are checked independently.

In the second case the number of subformations or units in the hex wouldn't make difference (I think it should, since a big concentration of troops should be spotted more easily); subdividing the subformations in multiple units wouldn't make difference also, which is a good thing. I think the second case is a lot more reasonable. Maybe there is a third case which I'm just ignoring.
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