Adding torpedo ordnance to BFs and HQs

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Shark7
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RE: Adding torpedo ordnance to BFs and HQs

Post by Shark7 »

ORIGINAL: michaelm

In general, the device's presence in the unit's weapon list in the special slot activates the Torpedo Store ability.
I found out that if you actually set a value and not in the TOE, it puts the device back in the pool thinking it doesn't belong. If you add it to the TOE, it tries to take replacements of the device, which I think mucks things up.

The max and current level of torpedo storage is not held in the weapon list anyway.
In build m7, I have removed the device number from the list and TOE if present. And isolated the device from the replacement code.

In regard to the troop count, there is no load cost stated in the editor, but a default cost of '1' is given to the device regardless. This most likely accounts from the increase in the troop count in the unit.
Again, as I am clearing the number of devices out after recording it, the size of the unit will have no devices to increase the size by.

As no official sceanrio used this in a BF, I had only checked the basics that it supplied torpedoes to a/c, could add and maintain a level. Not the finer detail.


Make sure I understand this, I've grown curious.

If you add 'Torpedo Ordnance' to slot 19 for an LCU, it will activate the ability to store and requisition Torpedoes for that unit.

If you add a value, the torpedoes go away the next turn due to having no matching item in the TOE, but if you add it to the TOE with a number, it treats it basically like an infantry squad.

Did I get it right? And from the sounds of it, it doesn't really work.
Distant Worlds Fan

'When in doubt...attack!'
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michaelm75au
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RE: Adding torpedo ordnance to BFs and HQs

Post by michaelm75au »

The 'going away' bit has been fixed as of build 1108m7. I think it was a combination of the other fixes to TOE during 1108 that broke it as it did work originally.
Just adding the device to the LCU in slot 19 turns it on, and seems to work okay once you manually set the number to maintain in the unit.

BTW, air HQs get the ability and don't need the device added to them. The problem only related to other land units being given the ability.
Michael
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PaxMondo
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RE: Adding torpedo ordnance to BFs and HQs

Post by PaxMondo »

Thanks Michael!!
 
Great support for the mods!!!
Pax
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Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Adding torpedo ordnance to BFs and HQs

Post by Shark7 »

ORIGINAL: michaelm

The 'going away' bit has been fixed as of build 1108m7. I think it was a combination of the other fixes to TOE during 1108 that broke it as it did work originally.
Just adding the device to the LCU in slot 19 turns it on, and seems to work okay once you manually set the number to maintain in the unit.

BTW, air HQs get the ability and don't need the device added to them. The problem only related to other land units being given the ability.


Thanks michaelm for clearing that up for me.
Distant Worlds Fan

'When in doubt...attack!'
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