Device Slots - Danger Will Robinson
Posted: Wed Jul 16, 2008 6:34 pm
Some stuff cropped up on the main forum, and I thought it would be of interest on a “scenario design” sub-forum.
The thread is herwins tm.asp?m=1864845
The operative text is:
The code looks for some specific mines, in certain combat routines. These mines are presumed to be in their assigned slot locations. If things were moved around to different slots in the device file, it might be the cause of some of this instability.
Another source of instability might be the nationality designations for both the Thais and the (selected/designated/identified/chosen/whatever) mines.
There are different minefield entry, exit, clearing, attack routines, that differ also with respect to the kind of TF doing the entering, exiting, etc.. So issues may appear in one form, but not in another.
You might want to check and make sure your “basic” mines (those called out in stock) are in the same device file slot locations as they are in the stock scenarios. You might also want to check and make sure your Thai Navy units are identified as belonging to either IJA or IJN (nationality type 01 and 02 respectively) in both the ship and class files.
And:
There are many devices that are slot specific; many are well known – Ohka, A-Bomb, Zero (for the bonus), Engineers, Eng Vehicles, Support, Mech Support, etc..
There are also many other devices that are defined in terms of slot specificity and are called out as such in certain of the combat routines. These include certain aerial ordnance, certain AA guns, certain depth charges, certain torpedoes, certain mines, and other things as well, the list goes on and it is not possible to provide it.
Without warranty, and without verifying that other things aren’t effected as well, the important thing for a modder, is to insure that, at least, the weapon placement for aircraft ordnance, AA MGs up to & including 40mm, depth charges, torpedoes, and mines in the original, stock device database structure should remain sacrosanct. Lots of open empty slots for additions, but rearrangement will certainly introduce instability, unless you are very, very lucky and don’t move a ‘defined’ device. Squads and other land thingies aren’t an issue (except for the Eng, Sup, … stuff that everybody knows about anyway).
Many devices have a nationality component associated therewith (i.e., only US A-Bombs, for example). So if an allied weapon turns up in a designated Japanese slot, all sorts of fun things can happen.
Nationality is also very important. There are only the stock defined nationalities. Entering an undefined nationality in a non-op nationality ‘type’ field looks good in the editor and the OOB list, but is unrecognized by the engine, so the engine can essentially ‘pick’ which side the undefined units are on; so Thailand better be Japanese, or again all sorts of fun things can happen.
The thread is herwins tm.asp?m=1864845
The operative text is:
The code looks for some specific mines, in certain combat routines. These mines are presumed to be in their assigned slot locations. If things were moved around to different slots in the device file, it might be the cause of some of this instability.
Another source of instability might be the nationality designations for both the Thais and the (selected/designated/identified/chosen/whatever) mines.
There are different minefield entry, exit, clearing, attack routines, that differ also with respect to the kind of TF doing the entering, exiting, etc.. So issues may appear in one form, but not in another.
You might want to check and make sure your “basic” mines (those called out in stock) are in the same device file slot locations as they are in the stock scenarios. You might also want to check and make sure your Thai Navy units are identified as belonging to either IJA or IJN (nationality type 01 and 02 respectively) in both the ship and class files.
And:
There are many devices that are slot specific; many are well known – Ohka, A-Bomb, Zero (for the bonus), Engineers, Eng Vehicles, Support, Mech Support, etc..
There are also many other devices that are defined in terms of slot specificity and are called out as such in certain of the combat routines. These include certain aerial ordnance, certain AA guns, certain depth charges, certain torpedoes, certain mines, and other things as well, the list goes on and it is not possible to provide it.
Without warranty, and without verifying that other things aren’t effected as well, the important thing for a modder, is to insure that, at least, the weapon placement for aircraft ordnance, AA MGs up to & including 40mm, depth charges, torpedoes, and mines in the original, stock device database structure should remain sacrosanct. Lots of open empty slots for additions, but rearrangement will certainly introduce instability, unless you are very, very lucky and don’t move a ‘defined’ device. Squads and other land thingies aren’t an issue (except for the Eng, Sup, … stuff that everybody knows about anyway).
Many devices have a nationality component associated therewith (i.e., only US A-Bombs, for example). So if an allied weapon turns up in a designated Japanese slot, all sorts of fun things can happen.
Nationality is also very important. There are only the stock defined nationalities. Entering an undefined nationality in a non-op nationality ‘type’ field looks good in the editor and the OOB list, but is unrecognized by the engine, so the engine can essentially ‘pick’ which side the undefined units are on; so Thailand better be Japanese, or again all sorts of fun things can happen.