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Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 9:50 am
by Cavalry Corp
Guys,

I am working on a mod just now, and I am having one big issue. When I create Stug X to be multi-role, it all works fine, but when I bring them on the map in the editor and test the game, they have no MPs despite having full fuel.

Please can someone explain what is wrong with this? Or is it a bug?

I am working on the 44 campaign May start.

Thank you.

Cav
stug 2Screenshot 2024-09-23 173434.jpg
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Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 10:34 am
by Wiedrock
Cavalry Corp wrote: Wed Sep 25, 2024 9:50 am Please can someone explain what is wrong with this? Or is it a bug?
Click on the "0" and you can give them MP and SMP.
During gaming your available MPs are calculated at your round start/logistics only.

Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 1:16 pm
by Cavalry Corp
So well hidden!! Thanks... how did you find that?

Is there a way to change all Stg X in one go - surely I do not need to edit every single one!! :)I was hoping I needed to change it in the TOE screen, and it should be for all STG X, as I don't think I want to try and change each one individually. I can change them all to multi-role in the TOE screen...

By the way, is it 50 MP and 200 SMP the standard for mech units?

cav
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Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 1:34 pm
by Cavalry Corp
May I ask - if I accidentally found out if I can change the counter colour( by changing the nationality but not the side) - Will this work ok in the game? Its just nice to have it for chrome.

I imagine that maybe if I used Romania for the colour, the unit might leave the game when it surrenders.

Cav
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Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 2:56 pm
by Joel Billings
No, the nationality is important, as is the side, so don't change them.

As for setting MPs, I didn't realize you could click on the counters in the list. You can go to the CR screen on the map, filter in the units you want to change, and then select editor functions (near the top) and set MPs for a group of units that way.

Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 6:58 pm
by Cavalry Corp
Joel,

Ok and thanks - I will try.

Cav

Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 7:31 pm
by Cavalry Corp
Alas it does not work - you cannot add data for a series of units, and in this CR screen I cannot see how you can change more than one unit a time unless I am missing something and i cannot select a unit as it springs to the map.But thanks for the help

In fact, from what I now see, for a multi-role unit to gain MP in the editor, it needs to be on the map—which means a shed load of work as everyone has to be put on the map, have MP added, and then put back in the HQ. Not sure either about units in TB or reinforcements. I will have a look tomorrow, as it is late here now.

Cav
cr Screenshot 2024-09-25 201612.jpg
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Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 8:28 pm
by Wiedrock
Creating/Editing Scenarios or modding games in general is always a lot of work.

I don't see what you are trying to achieve.
During a normal game the MPs are calculated until your next turn I suppose, so you do not need to change them preemtively (put them on map and back into HQ) in the editor since the added MPs should be "removed" anyways when you do this I guess or they will be set to "whatever or 1MP" when you change the unit from SU to CU during normal gameplay.

Re: Creating Multi role units in editor issue...

Posted: Wed Sep 25, 2024 11:12 pm
by Joel Billings
Multi role units not on the map (i.e. in their HQs will not have MPs). As for doing more than 1 unit, you could click off all but the multi-role units, then use the function to change their MPs. But they do have to be on the map for the MPs to stick.

Re: Creating Multi role units in editor issue...

Posted: Thu Sep 26, 2024 9:20 am
by Cavalry Corp
Joel,

Ok, that is ok can do that by going into every HQ on the map, puting them on the map changing the MPs them back in the HQ. Yes, ok can live with that.

However, the massive problem is the MR units in the TB and Axis reserves ( there are loads). I assume they cannot be changed unless I put them all on the map, adjust them, and then put them back—that seems like click torture, as there are so many that would need to be adjusted it will take a long time.

Also, I'm not sure about the arrival of new units. They will also have the same problem, I assume.

Is it not possible in a patch to change things so the units designated as MR have full MPs - why would they not want MPs?

Cav

Re: Creating Multi role units in editor issue...

Posted: Thu Sep 26, 2024 11:34 am
by Wiedrock
I'd suggest you test what you are trying to achieve with 2-3 units and see if ut works as you want it to.
Cavalry Corp wrote: Thu Sep 26, 2024 9:20 am Is it not possible in a patch to change things so the units designated as MR have full MPs - why would they not want MPs?
SUs are inside HQs. HQs have up to 50MP and can move quite far/fast. Imagine you could move a HQ X amount of Hexes and then you sh** out the MR units and they can each go another Y amount of Hexes....surprise surprise for the enemy I'd say. :lol:

Re: Creating Multi role units in editor issue...

Posted: Wed Oct 02, 2024 8:29 pm
by Cavalry Corp
Ok noted its fine for units that are staying SU but ones that change to multi role could be given automatic MPs depending on their type.

Cav