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RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 2:32 pm
by Dili
Nice :-) Btw can i edit the game to have partisan/guerrilla other than China? Like Timor ?

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 6:07 pm
by Bliztk
There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 6:55 pm
by herwin
ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?

Our experience is that el cid's supply sinks seem to make hexes untakeable.

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 7:16 pm
by Kereguelen
ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?

Just curious: For what purpose do you want something like this?

But to answer your question: You can always give any device anti-soft and anti-armor values of '0'.

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 7:34 pm
by Bliztk
Yeah, with 0 and 0 but they have a combat value minimum of squads/10 = so 100 squads = 10 AV = bad things 

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 7:39 pm
by Kereguelen
ORIGINAL: Bliztk

Yeah, with 0 and 0 but they have a combat value minimum of squads/10 = so 100 squads = 10 AV = bad things

Squads are not the only device type.

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 7:45 pm
by Bliztk
It doesn´t matter, we have tried with artillery, tanks, etc.

They count on AV as 1:1 only support squads counts as 1/10 AV

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 7:58 pm
by Kereguelen
ORIGINAL: Bliztk

It doesn´t matter, we have tried with artillery, tanks, etc.

They count on AV as 1:1 only support squads counts as 1/10 AV

Try surface radar (10). Not sure if this consumes supplies, however.

But I still don't understand for what purpose you want it. Could probably give you a better answer if I knew.

RE: Admirals Edition Land Thread

Posted: Tue May 13, 2008 9:00 pm
by Andy Mac
Short answer is this is not something we have looked at but most device types dont add AV.
 
Andy

RE: Admirals Edition Land Thread

Posted: Wed May 14, 2008 5:50 pm
by Dili
BUMP:
can i edit the game to have partisan/guerrilla other than China? Like Timor ?
 
 

RE: Admirals Edition Land Thread

Posted: Thu May 15, 2008 3:42 am
by Blackhorse
ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?


I . . . think . . . yes, to the "no effect on combat", and 'no' to customizable supply consumption by device.

As I understand it, all infantry, engineer (except device 252) and armored vehicle devices have an unadjusted AV = 1. All other devices have an AV = 0, except support squads which are supposed to have a (defense only) AV= 0.1.

So if you create, say, an artillery device with a soft and hard effect of zero, it would in theory consume supplies without affecting combat. But you can not vary how many supplies it will consume.

RE: Admirals Edition Land Thread

Posted: Thu May 15, 2008 6:42 am
by Andrew Brown
ORIGINAL: Dili

BUMP:
can i edit the game to have partisan/guerrilla other than China? Like Timor ?


Yes you will be able do this, but the "partisans" only damage factories so if there are none present I don't think there will be any practical effect.

Andrew

RE: Admirals Edition Land Thread

Posted: Thu May 15, 2008 10:57 am
by Dili
Okay and thanks for the added info about effects.

RE: Admirals Edition Land Thread

Posted: Thu May 15, 2008 12:27 pm
by castor troy
ORIGINAL: Andrew Brown

ORIGINAL: Dili

BUMP:
can i edit the game to have partisan/guerrilla other than China? Like Timor ?


Yes you will be able do this, but the "partisans" only damage factories so if there are none present I don't think there will be any practical effect.

Andrew


they also damage airfields, airbases and ports. Of course you can easily repair them again...

RE: Admirals Edition Land Thread

Posted: Fri May 16, 2008 10:08 pm
by Dili
Thx

RE: Admirals Edition Land Thread

Posted: Sat May 17, 2008 6:37 pm
by Woos
they also damage airfields, airbases and ports. Of course you can easily repair them again...
Don't they also destroy Supply. I think they did in Stock and I found that the most annoying of their actions (otherwise one could have left several bases in China where ports/airbases where not used undefended).
No guarantee of any correctness.

RE: Admirals Edition Land Thread

Posted: Sat May 17, 2008 10:32 pm
by Andrew Brown
ORIGINAL: Woos
they also damage airfields, airbases and ports. Of course you can easily repair them again...
Don't they also destroy Supply. I think they did in Stock and I found that the most annoying of their actions (otherwise one could have left several bases in China where ports/airbases where not used undefended).
No guarantee of any correctness.

As far as I am aware the actions of partisans have not been changed in AE, so that they will do whatever they did in stock.

Andrew

RE: Admirals Edition Land Thread

Posted: Wed May 21, 2008 7:04 am
by bradfordkay
I apologise if this has already been asked, but I noticed on one of the screenshots that an LCU has three load costs listed:

Troops load cost
Cargo load cost
Total load cost


I'm guessing that this is done to help us better understand the actual number of ships needed to haul that unit. Nice...

RE: Admirals Edition Land Thread

Posted: Wed May 21, 2008 9:50 am
by Don Bowen
ORIGINAL: bradfordkay

I apologise if this has already been asked, but I noticed on one of the screenshots that an LCU has three load costs listed:

Troops load cost
Cargo load cost
Total load cost


I'm guessing that this is done to help us better understand the actual number of ships needed to haul that unit. Nice...

Ships now have four separate capacities (instead of the current WITP one)
Troop capacity is space set up for human occupation. i.e. number of bunks
Cargo Space is holds, etc for equipment and cargo.
(there are also aircraft and liquid)

Troops (squad devices, support) go into troop space, equipment into cargo space. So a unit with 10 squad devices of load cost 15 and 5 weapons devices with load cost 20 would require:
Troop Load Cost: 150
Cargo Load Cost: 100

Cross loading is possible, with lots of (very reasonable) restrictions, but at a load cost penalty (similar to the ones used in WITP).

A good load master will build a TF with ships totaling enough of the proper type of capacity to lift the unit.


RE: Admirals Edition Land Thread

Posted: Wed May 21, 2008 12:10 pm
by Monter_Trismegistos
Were loading routines reworked? I mean if I put AP and AK - will program load squads only in AP and equipment only in AK (so to avoid penalties)?