New unit capabilites - Engine or mod'able

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Jenska
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Joined: Sat May 11, 2013 3:19 pm
Location: Boston, Mass

New unit capabilites - Engine or mod'able

Post by Jenska »

Other than the tedium of creating new graphics, and a full research tree for new units, it's very straight forward to create new simple units. THANKS to everyone who's written anything about unit and scenario creation.

ON the other hand, some capabilites seem to be hard coded nto the engine. For instance, I'd like to model a GLIDER that is capable of thransporting non-airborne units to remote part of the front. IDEALLY, it would be an airdroppable container from a transport, that held non-airdrop units (Mg, bazooka, you get the idea). Even better if it could hold more than it weighed, since it provided it own lift, ala a dc-3 towing 2 gliders.

On the other hand, I'd setting for a self-destructing transport unit, that could travel like a rocket or kamikaze, to any location within range, and just left its cargo at the spot it landed; I can do that, but only with airdrop units, and the entire goal is NOT to create a replicate unit tree of airdrop units (which is how I got started in this anyway). By giving it a higher fuel consumtion and longer range, one can infer the use of a tow plane, and some extended glide range. The problems seem to be that only cargo ships and transports are programmed to "contain" other SF's, and once a non-airdrop unit is in the SF (eg a JEEP), the transport will only go to another airbase. Ships can unload anywhere, but that seems to be an inherent property, not a statistics screen value that can be granted to another unit type.

Has anyone attempted anythng like this yet, and if so how.
Does anyone have an idea if this is even possible, or is it internal to the engine (VIC ??)? If possbile, any ideas on how to apporaoch it??

thanks
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CSO_Talorgan
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Joined: Sat Mar 10, 2007 5:53 pm

RE: New unit capabilites - Engine or mod'able

Post by CSO_Talorgan »

I too am interested in the answer to this. (Bump!)
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ernieschwitz
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Location: Denmark

RE: New unit capabilites - Engine or mod'able

Post by ernieschwitz »

ON the other hand, some capabilites seem to be hard coded nto the engine. For instance, I'd like to model a GLIDER that is capable of thransporting non-airborne units to remote part of the front. IDEALLY, it would be an airdroppable container from a transport, that held non-airdrop units (Mg, bazooka, you get the idea). Even better if it could hold more than it weighed, since it provided it own lift, ala a dc-3 towing 2 gliders.

Don´t think that is possible. At least the way you are proposing it.

Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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ernieschwitz
Posts: 4575
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New unit capabilites - Engine or mod'able

Post by ernieschwitz »

Maybe you could make an actioncard.

It would force you to choose a bomber formation, and then a 2nd card, that was unleashed by the first card, would force you to choose a hex within the bombers range, and then, you would have to deploy a container, with either preselected materials, or some card could be unleashed again, forcing you to choose a unit.

But I am not at all sure how or if cascading cards like this works. If it works, it will require alot of code.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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