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Reinforcement locations

Posted: Thu May 06, 2010 9:17 am
by GI Jive
I am creating my own mod to play against the AI & I noticed that a bunch of Aussie reinforcements are scheduled to arrive at Sydney Island. Even if these are the invasion reinforcements, their arrival would place them on an isolated speck. I also noticed that a number of Dutch units are scheduled to arrive "at" #5911 Tjilitap Base Force. There may something about the coding I don't understand, but should I change the arrival locations to Sydney and Tjilitap?

RE: Reinforcement locations

Posted: Thu May 06, 2010 9:36 am
by treespider
Which scenario and which units???

RE: Reinforcement locations

Posted: Thu May 06, 2010 9:54 am
by topeverest
It depends...

Of course as a Modder, you can change any existing unit along any available variable - so you certainly can change them. The question is if it is appropriate to change, and that is contextual based on the Mod you are building. As an example, if it is a CD unit, the answer is probably not to move it if you are looking to mirror history with that unit.

As a general rule, pushing reinforcements back to or towards home cities makes them safer, but it takes them longer to get to a combat zone. This tends to matter most early in the games when there are far fewer available combat units to utilize. As a tip, do a logical test validation of every unit moved. It is possible to place a unit in any hex, including the ocean and behind enemy lines. A simple validation will ensure you placed it where and when you wanted to.

RE: Reinforcement locations

Posted: Thu May 06, 2010 10:14 am
by GI Jive
I'm modding the Ironman Scenario #10. I'd post a screenshot but I don't know how to imbed it. Looking at the LCUs assigned box at the bottom right corner of the editor screen: There are 26 LCUs assigned to Sydney Island including 2674 Aus Command/Terr'y 42041; 2675 Aus Command/ Corps; etc. There are also a number of TOEs assigned there. I guess I'm wondering if this is a program glitch & these units should really be assigned to Sydney instead of Sydney Island. There are 12 LCUs, including TO&Es assigned to Tjilitap Base Force. For example, 2734 DUTCH Port Base Force and 2736 DUTCH Non Rebuild Base Force are assigned to Tjilitap Base Force. I probably have it wrong in my head but I would think an LCU should not be assigned to an LCU and that these were meant to be assigned to location 1162 Tjilitap. My goal is to edit these units only if the original coding is flawed. Otherwise I don't want to touch them.

RE: Reinforcement locations

Posted: Sat May 15, 2010 7:55 am
by Andy Mac
Most of those are TOE's not units

RE: Reinforcement locations

Posted: Sun May 16, 2010 3:22 pm
by traskott
Concerning that, I have read some number of TOEs are not used. It's possible known which are they or we must check one by one. Thank u. 

RE: Reinforcement locations

Posted: Sun May 16, 2010 4:43 pm
by Andy Mac
You dont need to change anything just ignore the units in the TOE range they never apepar on map
 
 

RE: Reinforcement locations

Posted: Sun May 16, 2010 4:44 pm
by traskott
The idea is delete them for free spaces for new TOEs...

RE: Reinforcement locations

Posted: Sun May 16, 2010 4:54 pm
by Andy Mac
ok no way to find the ones in use I guess you could download to exel and play abouty with it

RE: Reinforcement locations

Posted: Sun May 16, 2010 5:15 pm
by traskott
Ok, I'll make the try. Thank you [:)]