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Editor: How to create a sub-unit?

Posted: Sat May 08, 2004 7:14 pm
by LargeSlowTarget
Is it possible to create a sub-unit of a LCU with the editor, e.g. 1/7th Aus Bde at Gili-Gili with its parent formation at Townsville?

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 6:45 pm
by LargeSlowTarget
So nobody knows or nobody bothers to answer, eh? I need that info for a scenario mod.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 7:19 pm
by pasternakski
It may be that nobody else has ever tried to do this. To be honest with you, I'm not very familiar with the UV editor, but it seems to me that creation of partial units would be beyond its capabilities. Just speculating, mind you.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 8:05 pm
by LargeSlowTarget
I'm afraid you are right, pasternakski. The editor is not too user friendly, so few people might have tried to tinker with scenarios. Well, they say the editor in WitP will be much better.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 8:32 pm
by pasternakski
ORIGINAL: LargeSlowTarget

I'm afraid you are right, pasternakski. The editor is not too user friendly, so few people might have tried to tinker with scenarios. Well, they say the editor in WitP will be much better.

Yeah, and even if you could do it, likely the sub-unit would instantly migrate on turn one to rejoin its parent.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 9:35 pm
by LargeSlowTarget
I've read about this auto-rejoin and in retrospect I think I've seen it happen in some of my games, but only with very small fractions like a single squad or two. I've never seen this happen with sizeable sub-units of several dozen squads.
What I have in mind is designing a July 42 scenario with the Allied units that were historically deployed at Buna (PIB and 39th Bn of the 30th CMF Bde) and Gili-Gili (elements of the 7th CMF Bde, 43rd US Eng and AA), in order to forestall the ususal Japanese opening move of FT-quick-grabing Buna and Gili (now, before anyone puts the 'allied fanboy' tag on me - that's a custom scenario for PBEM with me playing the Japanese [:'(]). So I either need sub-units of the 30th and 7th Bde, or I have to change the entire OOB to Battalion level...[X(] Well, at least I will add some bases and ships that are missing.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 9:57 pm
by Hoplosternum
I think you are going to have to go down to Battalion level [:D] There does not seem to be any way of doing what you ask. You don't seem to be able to start land units split. However you could just split these units into two. You don't have to do this for all units unless you really want too [;)] Reduce the size of the parent unit and create a new small unit for the detatched force. They would never rejoin each other but there would be no reduction in overall combat power when they are together. It would of course give the allies a very minor advantage in flexibility and intel (showing up as two infantry units adding to the Japanese's FoW) but it's fairly minor. All in all a very minor change from spliting your Regiments via Air or Sea transport.

Good luck with your scenario. WitP is so close I think I shall wait for that now where the editor seems more flexible. Although I am not sure your plan is possible in WitP either.

RE: Editor: How to create a sub-unit?

Posted: Mon May 10, 2004 11:18 pm
by Fred98
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The editor is easy to use. But it only covers a small number of aspects in the game.

The solution might be to:

- take a current scenario
- save it under a new name
- take an infantry unit and reduce its strength
- then re-name the unit – but I think re-naming is not allowed.

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RE: Editor: How to create a sub-unit?

Posted: Tue May 11, 2004 4:13 am
by LargeSlowTarget
Thank you guys for the answers. I think I will settle for a compromise/work-around. I will station a strong PIB at Buna and have the 43rd US Eng at Gili together with a fictional independent company of Aussies. That should be enough to present a challenge to the FT-quick-grab with the two Naval garrison units available at Rabaul at the start. I probably have to wait for the SSD reaching Rabaul before I can think about taking the offensive (just like IRL). Should give my opponent enough time to bring up reinforcements. Now there will actually be a fight for Buna and Gili-Gili... he11, I am making it harder for me to win - does that mean I am a masochist? [:D]

RE: Editor: How to create a sub-unit?

Posted: Thu May 13, 2004 12:14 am
by Fred98
If you create a scenario, it would be an idea to make it very different from any current scenario.

Then if you post it here people can download it.
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RE: Editor: How to create a sub-unit?

Posted: Thu May 13, 2004 12:42 am
by LargeSlowTarget
Well, I don't think my scenario will be very different. Actually I'm just adding little things that were left out in the original scenario, like the Papuan Infantry Battalion and the Dutch KPM ships, base dots (e.g. Ioribaiwa, Kokoda, Sio, Bena Bena, Kaiapit, perhaps Wanigela and Oro Bay), base facilities (AFAIK there were pre-war or at least 'pre-scenario start date' airstrips at Kokoda, Sag-Sag, Salamaua) and I'm changing troop deployments (e.g. the original Scen 16 starts in June with Japanese Eng units already at Lunga, but IRL they did arrive there on July 3rd). For the latter I need to create those sub-units, which apparently is impossible. Unfortunately I do not have the time to convert the ground unit OOB to Battalion level, although this would probably result in a very different game. If I ever manage to finish this project, I might well post it on my homepage for download.