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Self Propelled Artillery

Posted: Sun Nov 08, 2015 11:32 pm
by GaryChildress
Is there any way to give Self Propelled artillery a "shoot and scoot" capability in the game? So far I don't see where much of any mobility advantage can be realistically given to self propelled artillery versus towed. Both types get one shot at bombardment and that's it. I suppose I could make SP artillery more survivable and/or more lethal but it seems like some sort of mobility advantage should be given to it.

Thanks.

RE: Self Propelled Artillery

Posted: Mon Nov 09, 2015 6:36 pm
by Ormand
Good question. Basically, you would need to reserve AP for movement. Kind of the inverse of moving up and shooting, where the movement reduces the number of APs for firing. I think you can't do anything about this, but I should check. There are two advantages you can have for self-propelled arty in the game. One is that it is logical to make it a little more survivable (it moves) and it has some level of protection based on all that steel. And the other is that you don't have to use a truck (or horse) to move it. These are also soft targets, so if a truck is hit, you could be forced to move those arty units with their own power, which is slow! But, the self-propelled arty has integrated fast movement so it will always be able to keep up.

RE: Self Propelled Artillery

Posted: Mon Nov 09, 2015 7:03 pm
by ernieschwitz
I don“t believe it is possible to reserve APs for anything like that... sorry...

RE: Self Propelled Artillery

Posted: Mon Nov 09, 2015 8:38 pm
by gazfun
Thanks interesting to know

RE: Self Propelled Artillery

Posted: Wed Nov 11, 2015 1:22 pm
by danlongman
I am fairly dense. Could someone please tell me how I can run the Bombur mod with NATO graphics?
I would also like to be able to run the Bombur mod and the enhanced supply and officers features,
with Nato graphics. Not too worried about AI it would likely be for experiment or PvP.

RE: Self Propelled Artillery

Posted: Wed Nov 11, 2015 2:45 pm
by ernieschwitz
I don't think you are fairly dense.

To be honest the mods don't go together without someone programming them to do so. You need to merge them somehow, and tell which parts should overwrite which part in which mod. That can be difficult, and since it can be exactly that, nobody has really gone the distance with these combinations.