Ammo?

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Prov
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Ammo?

Post by Prov »

Is there anywhere that says how much ammo units have?
I had tanks that where running out of ammo but could not see how much ammo they had before the battle and during. [&:]
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Zakhal
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RE: Ammo?

Post by Zakhal »

I havent found it either. I assume they left it out. The only way to check ammo is to open the fire dialog and see if you can shoot. If you can then you have atleast one shell left.
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Prince of Eckmühl
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RE: Ammo?

Post by Prince of Eckmühl »

It's explained here:

tm.asp?m=1792048&mpage=1&key=ammo&#1793005

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rickier65
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RE: Ammo?

Post by rickier65 »

ORIGINAL: Zakhal

I havent found it either. I assume they left it out. The only way to check ammo is to open the fire dialog and see if you can shoot. If you can then you have atleast one shell left.

Ammo isn't tracked - there is a probablity incorporated into units as to how likey they will run out of a particular ammo.

Rick
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Prov
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RE: Ammo?

Post by Prov »

Ok, thanks for the answers guys [:)]
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Sgt Fury
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RE: Ammo?

Post by Sgt Fury »

i just found out The AFV CBE (smoke) has a minimum range of 200m and it can run out after 2 shots with the StuG.
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thewood1
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RE: Ammo?

Post by thewood1 »

Does the chance of running out of ammo go up the more a unit fire, or could a unit fire all day if "die rolls" are good.
rickier65
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RE: Ammo?

Post by rickier65 »

ORIGINAL: thewood1

Does the chance of running out of ammo go up the more a unit fire, or could a unit fire all day if "die rolls" are good.

i'm pretty sure this question came up when PCK first came out. And if I recall, the probablility is fixed and constant for the weapon.
Mraah
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RE: Ammo?

Post by Mraah »

I'm wondering ... and I'm going to make some assumptions.

Pck doesn't model ammo counts round for round.

Lets say that the current firepower factor of an infantry weapon is based on a flat rate which assumes that every time they fire they throw out the same amount of lead. Which, over the course of the battle they never reach a low ammo state.

Now, if they were to model another firing command, say ENGAGE\TARGET\GUN TYPE\FULL (or something like that) then it can effectively increase the amount of firepower up to double the value with a chance of becoming low on ammo ... having this chance increase each time it uses this extra firepower.

Currently, Pck has something called "Additional Hits". You can see this explanation in the TABLES folder in the XML file. This currently adds extra hits based on your ROF.

Now, if they took this "chance" of extra hits and applied it to a chance to become low on ammo it would be interesting. You see, if it "rolled" the extra hit then it will "roll" for low ammo and then display this (like Mobius said in the other post) as an icon.

Very interesting ... any thoughts ?

On another note, I'm curious when the Stug will run out of APCR ... anyone find an average value? I'm curious because you can simply add another load of APCR in the gun file XML to simulate this gun type to have an extra load of ammo. Of course we don't want to give it massive quantities of a special ammo type.

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Mobius
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RE: Ammo?

Post by Mobius »

ORIGINAL: Mraah
Currently, Pck has something called "Additional Hits". You can see this explanation in the TABLES folder in the XML file. This currently adds extra hits based on your ROF.

Now, if they took this "chance" of extra hits and applied it to a chance to become low on ammo it would be interesting. You see, if it "rolled" the extra hit then it will "roll" for low ammo and then display this (like Mobius said in the other post) as an icon.
That table is not used anymore. It comes from the Panzer war game where a single die roll can produce more than one hit. That way separate time consuming rolls weren't required for each shot. In PCK the use of the computer does away with this as the time required to do multiple shots is not noticeable so each shot is a separate roll to hit.
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