Adding a level of command

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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glvaca
Posts: 1312
Joined: Tue Jun 13, 2006 12:42 pm

Adding a level of command

Post by glvaca »

Hi,

I'm doing a remake of the Uranus campaign and would like to add an additional level of command. According to the manual and what I see in game in the editor, 9 levels are possible.
1. being independent units.
2. Divisional units
3. nothing
4. nothing.
5. Corps
6. & 7 & 8 & 9 higher command.

What I'd like to do is create additional Divisonal HQ's (level 3) for selected units (like German Pz Divs and Russion Tank, Mech, Cav and Riffle Corps etc...), assign level 2 units to these HQ's. And in turn assign the HQ to Corps/Armies.

Unfortunately I have not found how to create this extra level. The only way I have found is to disable the historical OOB setting but this is not ideal as it allows for unhistoristorical combinations. It also seems to break the historical reinforcement schedule.

Any pointers would be much appreciated!
Thx,
Glenn


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