Page 1 of 1
Building units as Axis
Posted: Thu Oct 14, 2021 2:15 pm
by Teo41_ITA
Hi everyone!
Is it possible to mod via editor the ability to create on-map units for the Axis the same way it is done for the Soviet Union?
Thanks!

RE: Building units as Axis
Posted: Thu Oct 14, 2021 4:19 pm
by GibsonPete
By using the editor to edit generic data you can create new units and TOEs prior to start of turn 01. This will change your generic data so save your original data file prior to attempting this. It is a bit tricky and I warn you not to do it unless you are confident with the editor. If you do not save the modified data in a backup folder it may disappear when you patch the game. In addition I would urge you not to do not do this if you are playing against a human... on second thought, waiting for the editor manual to arrive would be safest.
RE: Building units as Axis
Posted: Thu Oct 14, 2021 5:32 pm
by Teo41_ITA
Thanks for your comment! I have already used the editor to fix the German OOB for the 1941 GC (several units present on-map were actually scheduled to arrive by July 4th, hence turn 2). Naturally, this is classified as an "unofficial" modification, and I will just use it for my ambitious GC against the AI
But yes, I am looking forward to avidly read the editor manual when it will arrive

RE: Building units as Axis
Posted: Thu Oct 14, 2021 6:28 pm
by Karri
Adding/modifying units does not change generic data, these are scenario specific.
RE: Building units as Axis
Posted: Thu Oct 14, 2021 7:24 pm
by Teo41_ITA
My question was more related to transfer the ability of the Soviet player to raise on-map units from scratch to the Axis one [:)]
RE: Building units as Axis
Posted: Thu Oct 14, 2021 11:23 pm
by AlbertN
I suspect that is some hardcoded business that cannot be added to the game as function.
Via the Editor you could add barebone units that your production must fill up eventually but I do not believe the Editor will allow to just add Axis ground units.
It is a function I need quite healthy for the game, if one has admin points and production to spare - why not. But I suspect the Soviets can have flexibility to sort the units that are the best (like handpicking the Arty SU with the best ToE / type of gun), avoiding what requires truck (I've read it somewhere), and have all these optimizing type of business.
The Axis if wanting some extra Pionere trained battallions or a handful of extra RAD battallions... impossible.
RE: Building units as Axis
Posted: Thu Oct 14, 2021 11:37 pm
by GibsonPete
AlbertN is correct. Producing Axis units the way the Soviets do is not possible.
RE: Building units as Axis
Posted: Fri Oct 15, 2021 2:23 am
by jlbhung
I made a test by amending some German ToE(OB)s to buildable, entered the build limits and available dates. The amended ToE(OB)s could be seen in the build unit menu. However, the game did not respond to any build order. It seems that this feature (i.e. Axis cannot build units) is hardcoded.
RE: Building units as Axis
Posted: Fri Oct 15, 2021 2:12 pm
by Teo41_ITA
Thank you everyone (especially jlbhung!). In retrospective, I agree that for the Axis being able to "build/train/spawn" R.A.D. battalions could break the logistics.
I agree that things should stay the way they are now, for the sake of historical plausibility and balance [:)]
RE: Building units as Axis
Posted: Fri Oct 15, 2021 3:50 pm
by Aurelian
ORIGINAL: Teo41_ITA
Thank you everyone (especially jlbhung!). In retrospective, I agree that for the Axis being able to "build/train/spawn" R.A.D. battalions could break the logistics.
I agree that things should stay the way they are now, for the sake of historical plausibility and balance [:)]
The Axis get free replacement of destroyed units the entire game. You have to fill them out, but they're there. Besides, OKH did not create new units. (This came up in WiTE-1)
RE: Building units as Axis
Posted: Fri Oct 15, 2021 3:52 pm
by kahta
ORIGINAL: AlbertN
Via the Editor you could add barebone units that your production must fill up eventually but I do not believe the Editor will allow to just add Axis ground units.
This would probably be the easiest way to do what you are describing. I would suggest holding off any great level of effort into this until planned changes to the editor are published.
RE: Building units as Axis
Posted: Tue Dec 14, 2021 6:15 am
by Khanti
ORIGINAL: Teo41_ITA
Thank you everyone (especially jlbhung!). In retrospective, I agree that for the Axis being able to "build/train/spawn" R.A.D. battalions could break the logistics.
I agree that things should stay the way they are now, for the sake of historical plausibility and balance [:)]
This game, AS EVERY ONE, is ahistorical from the very first move and very first battle. You can't re-create known history, if you have power to move units on your own will. But if game has strict set levels of economic, resources, production, then it can be historical plausibility. It does not matter if OKH created units or not. They would be creating units if enough men and material would be spare.
So if I have these soldiers and equipment in spare pools (because I loose less in battles or my opponent is less aggressive), it would be logical to put it on map. Nothing illogical or ahistorical. If Axis SHQ had resources, they created new units. Really. And you have these newly created units coming as reinforcements.
I always think it's not that wise to prevent flexibility of Axis players. If I have spare troops I'd like to form or re-form units.
Now, you can do it in editor, as said earlier - just by adding new units that will arrive on map unfilled and that your production must fill up. Let's say 260 new units of different types should be enough. One for every turn. If you are not able to interfere with resources and production it will not break "logistics"
Just my 2 cents