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RE: Engineers

Posted: Mon Jan 14, 2019 12:34 pm
by 76mm
Is the chance of repairing a bridge tied to turn length at all? The chances of repairing a bridge during a one-hour turn should be less than during a full week turn, in fact there should probably be some minimum duration.

RE: Engineers

Posted: Mon Jan 14, 2019 1:04 pm
by Curtis Lemay
ORIGINAL: 76mm

Is the chance of repairing a bridge tied to turn length at all? The chances of repairing a bridge during a one-hour turn should be less than during a full week turn, in fact there should probably be some minimum duration.
That's controlled by the scenario designer. Both by how many engineer squads he provides and by the engineering rate parameter.

RE: Engineers

Posted: Tue Jan 15, 2019 12:47 am
by Lobster
TOAW fails in many aspects when it comes to engineering and bridges. Not every bridge is the same. A bridge across a small river is not the same as a bridge across a huge river. Yet the game sees them both as the same thing.

RE: Engineers

Posted: Tue Jan 15, 2019 6:00 am
by gliz2
Can the bridges be build in TAOW (so not rebuilt)?
I'm playing FITE2 and in some place that ze Germans did built them I'd love to do it as well.

RE: Engineers

Posted: Tue Jan 15, 2019 9:39 am
by cathar1244
Bridges cannot be built as new structures. They can only be destroyed or repaired.

Cheers

RE: Engineers

Posted: Tue Jan 15, 2019 12:44 pm
by Curtis Lemay
ORIGINAL: gliz2

Can the bridges be build in TAOW (so not rebuilt)?
I'm playing FITE2 and in some place that ze Germans did built them I'd love to do it as well.
You can leave a bridging unit in the hex as long as you want.

RE: Engineers

Posted: Thu Feb 07, 2019 6:00 pm
by joey
ORIGINAL: Curtis Lemay

ORIGINAL: 76mm

Is the chance of repairing a bridge tied to turn length at all? The chances of repairing a bridge during a one-hour turn should be less than during a full week turn, in fact there should probably be some minimum duration.
That's controlled by the scenario designer. Both by how many engineer squads he provides and by the engineering rate parameter.

I see in the editor that engineers can be set for 1 to 999 with 100 being the typical setting. What does this mean? Does it mean the anything greater than 100 makes them more efficient and anything less than 100 makes them less efficient? Or do I have it backwards? Or am I way off?

RE: Engineers

Posted: Thu Feb 07, 2019 6:20 pm
by Curtis Lemay
ORIGINAL: joey

I see in the editor that engineers can be set for 1 to 999 with 100 being the typical setting. What does this mean? Does it mean the anything greater than 100 makes them more efficient and anything less than 100 makes them less efficient? Or do I have it backwards? Or am I way off?

8.5.2 in the manual.

RE: Engineers

Posted: Fri Feb 08, 2019 2:35 pm
by joey
Thanks. That is what I have been looking for.

RE: Engineers

Posted: Sat Feb 09, 2019 1:27 pm
by Oberst_Klink
Also check out some of the tutorials I created; there's one that
is dedicated to engineers, rail repair and field fortifications.

Tutorial '41: tm.asp?m=4382552
Tutorial '42: tm.asp?m=4387818
Tutorial '42 - Editor: tm.asp?m=4401098
Tutorial '43: tm.asp?m=4390285
Tutorial '43 - Combat: tm.asp?m=4394374
Tutorial '44: tm.asp?m=4397183
Tutorial '45: tm.asp?m=4412329

Klink, Oberst