New Master file for Randoms

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spidey007
Posts: 13
Joined: Sun Jun 26, 2011 9:19 pm

New Master file for Randoms

Post by spidey007 »

I've been working on a new master file where you have a new category of build called formations. When you build a formation it creates a card at that you can use to create a new unit in any friendly hex that has a HQ in it and unit automatic connects to HQ in hex. The unit created would already have sub formations in and would of cost the same as building all the sub formations and the card activation cost is the same as creating a new blank unit. You can still create all units the old way so AI has no issues with mod. You can do the same thing by just micromanaging production to the individual HQs I did it mostly as a time saver. So far works fine for me and have not seen issues. My 2 questions are are people interested in me cleaning up and posting. And what units types and sub formations structure should be in by default.

Any feedback is appreciated.
Spidey
Josh
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Joined: Tue May 09, 2000 8:00 am
Location: Leeuwarden, Netherlands

RE: New Master file for Randoms

Post by Josh »

Default. hm let's see.
 
20 Inf with 3 Mg's and 1 AT gun. For rear area defensive purpose.
 
My main infantery unit; 30 Inf (sometimes 30 rifles, sometimes 30 submachine guns, sometimes 15/15), 5 Mg's, 5 mortars, 5 bazookas, 1-2 AT guns/ Inf guns. To a total of 50 points, so 5-7 horses added.
 
Main armoured unit. 3 medium tanks with 10 soldiers. I usually fill that one up to 50 points as well, so later in the game I add 1-2 Tankdestroyers, or 1-2 Heavy Tanks.
 
Air units; I'm starting to use units of 5 planes each. So two units of different types can attack without stacking penalty. Same with Art type units, each 5 in a counter so two can attack without penalties.
mgaffn1
Posts: 175
Joined: Fri Nov 20, 2009 3:54 pm

RE: New Master file for Randoms

Post by mgaffn1 »

wow - can't wait to try this out.
Mike
AlanBernardo
Posts: 203
Joined: Sat Dec 08, 2007 4:27 am
Location: Ohio

RE: New Master file for Randoms

Post by AlanBernardo »

I'd think it would be even better if a player could buy a card, etc., and then choose how to stock divisions.

I think also, that the purchase of said card should be slightly above the cost to do things manually.

It would be like hiring a maid.


Alan
spidey007
Posts: 13
Joined: Sun Jun 26, 2011 9:19 pm

RE: New Master file for Randoms

Post by spidey007 »

Testing it now. Can not build units currently at factories tho have a new Location type called training base that can build formations. Could change so various formations are under there type of factory but worried about what AI would do. Have basic configurations figured for following units Garrison,Engineer,Infantry,Light Armour,Armour,Motor,Artillery,Fighter,Level Bomber, and Dive Bomber. Not sure on motor if anyone actual uses any motorized units any more. Normal formations can be place at any HQ in a friendly hex. Air the HQ has to be on an a valid air basing location.
Still to do is upgrading templates for new technology. Currently they are all Tech 1 units tho they do appear in tech tree and could have upgrade formations. Hopefully will be able to have subformations upgrade automatically in side of template unit as you upgrade tech. Can't really modify the basic formations in game but might be able to have cards to change to a different template issue with that would be units already in production since it not unusual for some to take 3 or 4 turns to build.
Guess could have you not start with any and use research to select template you want to have available.

What are people's opinion?

Spidey
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Zaratoughda
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Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

RE: New Master file for Randoms

Post by Zaratoughda »

Spidey... what you are doing here is really interesting.

We discussed this... TO&E, at some length in the past and we TRIED to get Vic to do it <g> but, he said he would not so there is opportunity for modders here.

One thing to start... for my medium tanks, I build units of 5 medium tanks each. I have tried putting infantry with them, etc, but they just end up getting shot off so I never bother anymore.

So... to each their own and.... what you could do... and this may not be easy....

You could have production done just like it is done now except... all production goes to a pool.

Then, you purchase (with PP) various TO&E. Like, some might purchase the TO&E with 3 medium tanks and infantry, while others might go for the 5 medium tank units, etc.

(Yeah, I guess this means you would have to offer LOTS of different TO&E and this would be difficult to do and time consuming.)

Besides action cards to buy new units, there would be action cards to 'bring a certain HQs units up to strength'.

Of course, I don't believe there is anyway you could stop players from combining two units into something outside the TO&E but, well.... actually you COULD run a check at the start of each player round that eliminates any 'excess' in units... or something simplier by just making the cost to transfer a SF to another unit, 100% readiness loss (I believe there is a rulevar for this but am not positive).

In any case this would be an interesting but potentially difficult and time consuming project.

Best of luck!

Zaratoughda
AlanBernardo
Posts: 203
Joined: Sat Dec 08, 2007 4:27 am
Location: Ohio

RE: New Master file for Randoms

Post by AlanBernardo »

One thing to start... for my medium tanks, I build units of 5 medium tanks each. I have tried putting infantry with them, etc, but they just end up getting shot off so I never bother anymore.

I thought that was the purpose of putting Infantry with Medium Tanks. MTs are susceptible to Infantry attacks, and so having some Infantry in there (along with Light Tanks)protects your tanks. Someone is going to get "shot off" and better it be Infantry than tanks.


Of course, I don't believe there is anyway you could stop players from combining two units into something outside the TO&E but, well.... actually you COULD run a check at the start of each player round that eliminates any 'excess' in units... or something simplier by just making the cost to transfer a SF to another unit, 100% readiness loss (I believe there is a rulevar for this but am not positive).

Having things both ways would be best. Part of the fun and interesting dynamics of ATG is combining units the way you want to. Are you saying that folks should be pigeon-holed into creating certain divisions and penalized if they don't? Some might like that but the majority wouldn't.

I'm sure Spidey is considering the advantage of allowing users to select their divisional components, or else giving the option to do so or not to do so.


Alan
spidey007
Posts: 13
Joined: Sun Jun 26, 2011 9:19 pm

RE: New Master file for Randoms

Post by spidey007 »

Would not lose the ability to do anything you can currently do so merging units and adding sf types to an existing unit will work the same in this case. For specific historical scenarios I was thinking of adapting to something like that but for this mod is more of a streamlineing to production then anything else.
Problem with reinforcing a unit there is currently no way to tell what a unit originality was build as. Its possible once historical units works that you could use that to record the information and be able to do it. I do have code for building a reinforcement type of card that you can apply to a specific unit and will add all the sf types for that predefined to a existing unit. But tracking all sf types already built and pulling units from that have thought of that but would most likely pull them from top HQ.
I have had issue with building and raw materials where if you are not producing enough since the units are so big that when you actually get units is strange as will only get it when your total available is enough to purchase unit in whole it seems that other smaller units seem to keep bumping it back in the queue. Still testing and working on that.
Thinking at this time might use research to purchase various unit designs at a minimal cost in PP to represent design cost.

Spidey
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