Designer OOB Notes

Trade tips and tricks, workarounds maps, and graphics mods. Why certain scenarios or campaigns are favorites, or how to improve stinkers. Attach your work to share/critique.

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KG Erwin
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RE: Designer OOB Notes

Post by KG Erwin »

I don't know, Alby--listen, I learned in working with the Matrix guys that they are looking out for us, and it does no good to keep pushing.

I heard this time & again in my former moderator role in relation to 8.2 and 8.3. Just be patient, OK? -- this effort is another labor of love, and we should be grateful that it's even happening.










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Alby
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RE: Designer OOB Notes

Post by Alby »

Not pushing...just wondering....
[:)]

How does this get corrected/adjusted/...whatever we call it.
This used to be in the game if I recall.

Quoting Mike Woods below.

"all anti-aircraft guns. Note that anti-aircraft guns (such as the German 88mm Flak) can fire while unlimbered (these should still have shots available after movement – not a bug - and fire control issue in this case is covered in code)."


soldier
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RE: Designer OOB Notes

Post by soldier »

Is it possible to give units (assault guns) the ability to area fire through smoke ? At the moment nearly every unit can through up smoke which acts as a wall against enemy fire and this not realistic. I think smoke should obscure spotting but not shield and protect units from damage as it does now
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Mike Wood
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RE: Designer OOB Notes

Post by Mike Wood »

Hello...

All ATR require a size 2 warhead. If the warhead size is changed to 1, it becomes a machine gun, with no HE kill factor, in combat resolution and graphics routines.

Infantry icon change is a bug. When originally coded the game tried to find, but failed, in time available.

Have Fun...

Michael Wood
ORIGINAL: Alby

Hello...

I wish I could have mentioned the AT rifles using the MG graphic when they fire (looks like multiple shots) instead of the say...at gun graphic (single shot look)

Also the infrantry icon problems in the long campaign...
the opposing infrantry either seems to start off tan or turn tan after they take casualties...
no matter where you are actually fighting.
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Alby
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RE: Designer OOB Notes

Post by Alby »

Thank you sir

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KG Erwin
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RE: Designer OOB Notes

Post by KG Erwin »

A-ha! The Panzerbuechse 39 (German weapon #88) had a warhead size 1. This needs to be corrected to 2. You'll have to modify the entire database, as this change affects the Solothurn, Hotchkiss and other ATRs.

Alby, you now fully understand how maddening this OOB stuff can be, huh? [X(]
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Alby
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RE: Designer OOB Notes

Post by Alby »

ORIGINAL: KG Erwin

A-ha! The Panzerbuechse 39 (German weapon #88) had a warhead size 1. This needs to be corrected to 2. You'll have to modify the entire database, as this change affects the Solothurn, Hotchkiss and other ATRs.

Alby, you now fully understand how maddening this OOB stuff can be, huh? [X(]

Yes after I just posted my mod, I find this out [:@]
anyway I went thru almost every nation for my personal mod, alot of AT rifles out there
the ptrd , ptrs, hotchkiss, boys, and on and on....
Almost all have warhead size 1 except the solothurn for some reason, but all have HE kill 0f 0???
I changed all to size 2 and gave HE kill of 1 (not sure if this is correct but since I gave all my AT rifles HE ammo...I figured...)

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KG Erwin
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RE: Designer OOB Notes

Post by KG Erwin »

Alby, I wouldn't give an HE kill to those old ATRs--they are strictly meant to engage armor targets, NOT infantry. Don't confuse these with the later Panzerfausts and Bazookas.

My friend, this is why I gave up on giving out my endless updates for the USMC--this ONE OOB has gone through dozens of changes.

Matrix figured it out-- a definitive OOB set is a never-ending project, so we "third-parties" can have at it. And, silly as we are, we keep going round & round and have no time to actually play the game. It becomes an obsession, and let me tell you, it takes a lot of the fun out of it.
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Alby
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RE: Designer OOB Notes

Post by Alby »

Heres what has been discussed at the depot
Ammo Sgt usually knows her stuff when it comes to alot of weapons.


"If you are asking strictly about Faust/Bazooka types, well, they were definately used against soft targets and had significant HE content and significant HE effect and the US Bazooka had a WP round ( and a HE round that for the life of me I cannot seem to document ) specifically for use against bunkers , caves and personel.

If we are talking AT rifles, again these had significant effect against soft targets, trucks, troops, whatever as well as against (light) armor.

I have asked numerous times about the lack of an HE round for both and the rational( excuses) vary .. from the AT crew would not want to reveal thier position by firing against soft targets ( Total BS) to game driven op fire issues ( which actually make a little sense).

My vote would be to give all infantry AT a dual capacity HE/AP capability comensurate with HE content and let the player shut them off if the op fire problem cause them to run out of ammo ect . I would also vote in favor of the US Bazookas having a dedicated HE round ( to represent the WP round less smoke and flame due to game limits , or possibly a WP only bazooka team using the naplam work around ) that is significantly more effective against soft targets but with signifcantly reduced AP stats that counts against the ammo load out of the unit. However i would also mention that Bazooka ammo weights half what Shreck ammo does and about 1/6 th what a Faust does , so a US team or Squad would normally carry proportionally more rounds than their German counterpart.
As to the AT Rifle issue ... well their is little actual difference between a M2 50 Cal Browning, a russian AT Rifle, a Boys ect whatever in single shot mode, so the same basic principles that guide the ratings should apply arcoss all OOB's ."

I reckon I'll leave some HE ammo in for my AT rifles....
I kinda like em that way LOL


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RockinHarry
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RE: Designer OOB Notes

Post by RockinHarry »

RE AT rifle and HE effect shooting at non armored targets: The point is that this option might be fun for H2H games, but the AIP would not be able to use it with brains! Same goes for HE Panzerfausts and and and....think it´s one of the main reasons that particular weapon systems are modelled the way they are now! Would you rather like to see the (already incompetent) AIP reveal the positions of his AT-Rifles, Panzerfuast teams, ect early on?[:-]

Remember Panzer Leo made his mod dedicated for PBEM play only, thus he included certain stuff not available for the "one fits all" official Matrix OOB sets.

One personal note: I tend to remove HE rounds for AIP´s AT guns in my scenarios to avoid it revealing its positions by shooting at soft targets unnecessarily. Fact is off course that AT guns were also used in the infantry gun role historically, but the AIP does not know about priority targets! It´s mostly driven by assumptions of what an enemy is worth cost wise and how easily it can be killed. That means if a soft target is available (in LOS), sometimes even when hard targets are around, the soft target will be engaged first (with HE). Not even a human player has full control on target selection with OP fire in the AIP phase since the same rule used for the AIP apply to the human player.

IIRC early "official" OOB versions had HE Panzerfausts, but these were removed again for the above mentioned reasons. When making OOB mods you always need to decide between "one fits all" and H2H. For the "one fits all" solution IMHO every measures should be taken to preserve the AI abilities to use its stuff halfway reasonable.[&o]

Giving the AIP better brains would be the preferable solution though.
RockinHarry in the web:

https://www.facebook.com/harry.zann
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omegaall
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RE: Designer OOB Notes

Post by omegaall »

If anyone has bothered to notice in the Leader/troop experience/morale lists the Communist Chinese are missing from the Troop Morale list, BUT are in all the other lists..

Also as posted in the main area I am after a similar list for the per 8.4 version.
I thought I had seen one for one of the earlier version in one of the PDF files but I can not find that anymore. I thought it came with either 8.2 or 8.3..

Just looking at a comparision between the new and old values.

ORIGINAL: Mike Wood

Hello...

[See post, below]. I need to get back to work on another project. Below is a list of changes I made. Don't know when the production crew will have the download ready.

Bye...

Michael Wood

SPWaW Programmer Patch Notes

1) Fixed a bug which could allow size zero units with only one man left to appear as snipers in some combat and spotting routines.
2) Adjusted base experience and morale values used for creation of leaders and units. These are minimum values, to which a random number is added. See tables, below.
3) Made it a bit easier to spot enemy units, especially at range one of zero.
4) Rewrote the code that chooses if the player mission is advance or assault in the long WWII Campaign and campaigns created using the Campaign Generator. Decreased the likelihood of Allied armies in the early war and Axis powers in the late war.
5) Changed the way reinforcement points are generated in the long WWII Campaign. Instead of having a maximum of 1/15th the value of the players force, the value is now 1/10th of the enemy force. The reasoning here is that reinforcements are more needed when the player is outnumbered, such as in a defend mission, than when he has the dominate force, such as in an advance mission.
6) In 1944 of the long WWII campaign, the computer opponent will receive more troops, if the human is playing Axis and fewer, if he is playing Allied. This effect becomes greater in 1945.

// LEADER EXPERIENCE
// 1939 to 1945
{70,75,75,75,70,65,60}, //GERMAN
{70,70,70,65,65,60,60}, //FINNISH
{30,30,35,35,30,25,25}, //ITALIAN
{30,30,30,30,25,20,20}, //RUMANIAN
{35,35,35,35,30,25,25}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,40,40,35,35,35}, //FRENCH
{50,50,55,55,60,60,60}, //BRITISH
{45,45,45,50,50,50,55}, //BELGIUM
{45,45,45,50,50,50,55}, //DUTCH
{45,45,50,55,60,65,65}, //POLISH
{30,35,40,45,50,55,60}, //SOVIET
{40,40,45,50,55,50,55}, //US ARMY
{55,55,55,60,65,70,70}, //US MARINE
{25,25,25,30,35,40,40}, //CHINESE
{45,45,45,50,55,60,60}, //GREEK
{45,45,40,45,45,45,45}, //NORWEIGAN
{40,40,40,45,50,55,50}, //YUGOSLAVIAN
{55,55,55,60,60,65,65}, //CANADA
{45,50,55,55,60,60,60}, //INDIA
{55,55,55,60,65,65,65}, //ANZAC
{40,40,55,60,55,60,60}, //FREE FRENCH
{25,25,25,25,25,35,45}, //COMMUNIST CHINA
{50,55,55,55,55,60,60}, //CZECHOSLOVAKIA
{40,40,45,60,55,60,55}, //PHILIPINNES
{45,50,50,50,50,55,55}, //NATIONALIST SPAIN
{45,50,50,50,50,55,55}, //REPUBLICAN SPAIN
{30,30,35,35,30,25,25}, //BULGARIA

// LEADER MORALE
// 1939 to 1945
{70,70,70,70,70,65,50}, //GERMAN
{70,70,70,65,65,60,55}, //FINNISH
{40,35,35,35,30,25,25}, //ITALIAN
{35,35,35,40,35,30,25}, //RUMANIAN
{35,35,40,45,40,35,30}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,35,35,30,30,30}, //FRENCH
{60,60,60,60,60,60,55}, //BRITISH
{45,45,45,50,55,60,55}, //BELGIUM
{45,45,45,50,55,60,55}, //DUTCH
{60,55,50,55,60,65,60}, //POLISH
{35,40,45,50,55,60,65}, //SOVIET
{40,40,45,50,55,60,60}, //US ARMY
{55,55,60,65,70,70,70}, //US MARINE
{35,35,35,40,40,40,40}, //CHINESE
{60,60,60,55,60,65,65}, //GREEK
{45,45,40,45,50,55,55}, //NORWEIGAN
{40,40,40,45,50,55,60}, //YUGOSLAVIAN
{65,65,65,65,65,65,65}, //CANADA
{45,45,45,50,50,55,55}, //INDIA
{65,65,65,65,65,65,65}, //ANZAC
{40,40,55,60,55,60,55}, //FREE FRENCH
{35,35,35,40,40,45,45}, //COMMUNIST CHINA
{45,45,40,45,50,55,55}, //CZECHOSLOVAKIA
{40,40,55,60,55,60,55}, //PHILIPINNES
{45,45,40,45,50,55,55}, //NATIONALIST SPAIN
{45,45,40,45,50,55,55}, //REPUBLICAN SPAIN
{35,35,40,45,40,35,30}, //BULGARIA

// TROOPS EXPERIENCE
// 1939 to 1945
{65,70,75,70,65,60,55}, //GERMAN
{70,70,70,65,65,60,60}, //FINNISH
{35,35,40,40,35,30,30}, //ITALIAN
{35,35,35,35,30,25,25}, //RUMANIAN
{35,35,35,35,30,30,30}, //HUNGARIAN
{70,70,70,70,65,60,55}, //JAPANESE
{45,45,45,45,40,40,40}, //FRENCH
{50,50,50,55,60,60,60}, //BRITISH
{45,45,45,50,50,50,55}, //BELGIUM
{45,45,45,50,50,50,55}, //DUTCH
{45,45,50,55,60,65,65}, //POLISH
{35,40,45,50,55,60,60}, //SOVIET
{40,40,40,45,50,55,60}, //US ARMY
{50,50,50,55,60,65,70}, //US MARINE
{30,30,30,35,40,40,40}, //CHINESE
{45,45,45,50,55,60,60}, //GREEK
{45,45,40,45,45,45,45}, //NORWEIGAN
{40,40,40,45,50,55,50}, //YUGOSLAVIAN
{50,50,50,55,60,65,65}, //CANADA
{40,45,50,55,55,60,60}, //INDIA
{50,50,50,55,60,65,65}, //ANZAC
{45,45,50,55,50,55,60}, //FREE FRENCH
{30,35,40,40,45,45,55}, //COMMUNIST CHINA
{45,50,50,50,50,50,50}, //CZECHOSLOVAKIA
{35,35,40,40,45,50,50}, //PHILIPINNES
{35,40,50,50,50,50,50}, //NATIONALIST SPAIN
{35,35,35,35,35,35,35}, //REPUBLICAN SPAIN
{35,40,45,45,40,35,35}, //BULGARIA

// TROOPS MORALE
// 1939 to 1945
{70,70,70,70,70,65,50}, //GERMAN
{70,70,70,65,65,60,55}, //FINNISH
{40,35,35,35,30,25,25}, //ITALIAN
{35,35,35,40,35,30,25}, //RUMANIAN
{35,35,40,45,40,35,30}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,35,35,30,30,30}, //FRENCH
{60,60,60,60,60,60,55}, //BRITISH
{45,45,45,50,55,60,55}, //BELGIUM
{45,45,45,50,55,60,55}, //DUTCH
{60,55,50,55,60,65,60}, //POLISH
{35,40,45,50,55,60,65}, //SOVIET
{40,40,45,50,55,60,60}, //US ARMY
{55,55,60,65,70,70,70}, //US MARINE
{35,35,35,40,40,40,40}, //CHINESE
{60,60,60,55,60,65,65}, //GREEK
{45,45,40,45,50,55,55}, //NORWEIGAN
{40,40,40,45,50,55,60}, //YUGOSLAVIAN
{65,65,65,65,65,65,65}, //CANADA
{45,45,45,50,50,55,55}, //INDIA
{65,65,65,65,65,65,65}, //ANZAC
{40,40,55,60,55,60,55}, //FREE FRENCH
{35,35,35,35,35,35,35}, //CZECHOSLOVAKIA
{25,25,20,20,25,30,30}, //PHILIPINNES
{40,45,45,45,45,45,45}, //NATIONALIST SPAIN
{35,35,35,35,35,35,35}, //REPUBLICAN SPAIN
{25,25,30,30,25,25,25}, //BULGARIA

ORIGINAL: Goblin

Mike,

If you are working on something to fix some problems, maybe you could turn back on the casualties to passengers when a vehicle is hit? Its a real problem to most players that it was turned off. Now you can have a tank with riders or APC full of troops be destroyed, and the troops take no casualties. Dunno if it is within the scope of what you are working on, but you would have one very large fan following if you did fix it...[:)]


Goblin
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