Higher slots abilities for no-production devices

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Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

Higher slots abilities for no-production devices

Post by Dili »

In general, high slots are used in RHS for devices that should not produce or replace.


I didnt wanted to mess with another thread from which came that El Cid quote so a follow up here my questions.


Apparently - tell me if iam wrong or forgetting anything- the slots besides the manual exceptions(atom bomb etc) are:

1-Naval gun slots 0-80

2-CD? guns slots 81-86 (the guns here even if they are naval guns it says (ground) in X-editor i would like to know if a ship gun will work here.

3-Diverse Naval(torpedos,mines,ASW, radars) slots 87-144 ( i dont know if there are restriction between them)

4-Aerial slots Guns, bombs, air radars, drop tanks: 145-236 ( i dont know if there are restriction between them)

5-Engine and support squads: 236-256

6-Axis "land" slots 255-314 (i dont know if it is only for land, is it?)

7-Allies land slots 315-517

8-Industry 518-526


Now my question: will non production Naval and Air devices work in those Higher slots 529 and above or is it only for Land devices?And how many are there?
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michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Higher slots abilities for no-production devices

Post by michaelm75au »

Naval and air devices have to be below 256.
The top of devices is 999.
Michael
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: Higher slots abilities for no-production devices

Post by el cid again »

There are wierd slot cases (e.g the atom bomb, the Baka, radar) and there are probably undocumented things we do not know. By which I mean NO ONE knows - unless someone remembers who wrote it. There is no proper documentation at Matrix either - not in the sense professional simulation program documentation should have and - if done for a major contract - would have. It is not possible to know until strange behavior occurs that is investigated by testing or by looking at the code - if it can be found - affecting that location. Since a call or branch can be made anywhere - where to look can be a nightmare - even if someone tries. Testing has problems too - we don't know when something unexpected branches around the slot, or modifies how it is used?
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: Higher slots abilities for no-production devices

Post by Dili »

In WITM there is not necessary so many air canons like in Pacific. Do you have any information if i can put there prodution ON land devices?
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: Higher slots abilities for no-production devices

Post by el cid again »

Apparently not. Error checkers say no. And some testers say they will work but not produce or replace - because the land units only check devices in a certain range - possibly the published range.

Instead of cannons, use more kinds of machine guns - for flavor. Divide em by nation and even manufacturer. We have had to grossly understate the number of air mg - so you can make it better.
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: Higher slots abilities for no-production devices

Post by Dili »

Well right now for 58 Axis land slots i have 21 non production land devices, 73 production land devices and 11 non prodution CD guns :-)  I still can manage to transform some production devices that have not much numbers in non prodution but it will be a problem.
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: Higher slots abilities for no-production devices

Post by Dili »

Complementing: Of that above i can move 12 in-production devices to not-production  because they are not in many numbers or belong to independent units or without update path. In short currently with tweaking i think i can live with 58 in-production slots but i need to find 47 slots for not produced devices.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: Higher slots abilities for no-production devices

Post by el cid again »

1) A non production device may not replace. IF it does - you can give it a pool for total production.

2) There is a very large number of slots for non-production devices. I am using up to slot 550 right now - and I do not think that is the actual limit.
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: Higher slots abilities for no-production devices

Post by Dili »

Yes. There are a lot of World War 1 artillery models and also there is the problem of German devices that are "produced" off map. Except for those that update i can put the others in non production slots since their factories cant be destroyed.
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