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RE: Rebasing Aircraft and Furballs
Posted: Wed Sep 25, 2019 1:53 am
by Hellen_slith
ORIGINAL: sPzAbt653
The Loss Report doesn't show any losses, for either side. Does that mean there are no losses?
I get a lot of furballs in Next War. It has been my experience that the furball that is named (in this example, the Warsaw Pact furball) ALWAYS eliminates the encroaching unit (in this example, the Royal Canadian AF unit.) Pact is the furball ... NATO encroached.
The losses only show up in the total inventory and replacements report/ they aren't shown like in other combat reports, which is a shame. But there are indeed losses.
Mr. Cross might be able to confirm or correct. I think it has been like this since ACOW, at least for the Next War scene.

RE: Rebasing Aircraft and Furballs
Posted: Thu Sep 26, 2019 1:13 am
by Hellen_slith
ORIGINAL: larryfulkerson
It's always been my understanding that the shorter the distance between attacking aircraft and their targets was a good thing ....
Yes, it has been my experience also that the shorter the distance to target, the less affect upon unit battlefield timestamp. Sometimes I can grind out up to 16 on the timestamp, if I'm careful.
Mileage may vary, depending on the situation 
D
RE: Rebasing Aircraft and Furballs
Posted: Fri Jul 10, 2020 12:34 am
by larryfulkerson
ORIGINAL: Lobster
Just two places to change it if you want to see something other than furball. Change it to dogfight or air vs air or my aunt flabby's underwear.
<s_5009 v="furball location" t="FURBALL_LOCATION_STRING"/>
<s_5010 v="overrun location" t="OVERRUN_LOCATION_STRING"/>
<s_5011 v="Click here to display Combat Results." t="ALL_COMBAT_RESULTS_INFO_HELP"/>
<s_5012 v="COMBAT RESULTS" t="ALL_COMBAT_RESULTS_TITLE_STRING"/>
<s_5013 v="Type" t="BATTLE_TYPE_STRING"/>
<s_5014 v="Round" t="ROUND_STRING"/>
<s_5015 v="Combat" t="TIMESTAMP_STRING"/>
<s_5016 v="land" t="BATTLE_TYPE_STRING_LAND"/>
<s_5017 v="air" t="BATTLE_TYPE_STRING_AIR"/>
<s_5018 v="sea" t="BATTLE_TYPE_STRING_SEA"/>
<s_5019 v="nuke" t="BATTLE_TYPE_STRING_NUKE"/>
<s_5020 v="bombardment" t="BATTLE_TYPE_STRING_BOMBARD"/>
<s_5021 v="furball" t="BATTLE_TYPE_STRING_FURBALL"/>
What file are you changing here? I can't find that text in the EnglishTxt.xml file.
RE: Rebasing Aircraft and Furballs
Posted: Fri Jul 10, 2020 6:31 am
by cathar1244
Larry, I'm on the latest release (.40) and can't find "furball" in the game text file either. My last string definition is numbered 4860. Lobster must have a beta version with that string.
Cheers
RE: Rebasing Aircraft and Furballs
Posted: Fri Jul 10, 2020 3:30 pm
by Lobster
ORIGINAL: cathar1244
Larry, I'm on the latest release (.40) and can't find "furball" in the game text file either. My last string definition is numbered 4860. Lobster must have a beta version with that string.
Cheers
This has nothing to do with anything that I have done. That file was changed in v.20/.21. There seems to be a concerted effort to remove the ability of people to mod the game and make some things embedded in the code so unable to be edited.
I suspect some day all of those text files will be beyond the reach of modders. Meanwhile we are stuck with a boatload of .bmp files that are never used. [8|]
RE: Rebasing Aircraft and Furballs
Posted: Sat Jul 11, 2020 2:06 pm
by cathar1244
ORIGINAL: Lobster
This has nothing to do with anything that I have done.
Okay, but it was more fun to imagine you were quoting from a version that none of us had yet 😂
Yeah, the direction of ability to modify game text seems to be in retrograde motion.
Cheers
RE: Rebasing Aircraft and Furballs
Posted: Sat Jul 11, 2020 2:23 pm
by Lobster
Doesn't this make you wonder how well an older version of the file would work in the new version? Would it pick up the proper lines and use them? Could you add the proper lines in a sequential order to the new lines and get the old lines working? Is there life on Europe and did it get put there by some alien monoliths?