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Hardwired discoveries
Posted: Tue Oct 09, 2001 8:49 pm
by Yogi Yohan
There are quite a few hardwired exceptions in WIR, and some are apparently not yet known to scenario designers out there (at least not to me!)
Perhaps this would be a good thread to post your findings on the nebulous inner workings of WIR? I'm referring to stuff that has not already been discussed in the EDITWIR documentation.
Posted: Tue Oct 09, 2001 8:54 pm
by Yogi Yohan
Aircraft type slots 17-22 are for types that you cannot change production to. (Fokkers, Mixed etc)
Posted: Tue Oct 23, 2001 3:38 am
by Possum
Don't move the Finnish Karelian Army HQ from it's existing slot (slot one). If you do, any Finnish units placed in it will automatically be moved to whatever HQ now occupies slot one.
Posted: Tue Oct 23, 2001 1:33 pm
by Ed Cogburn
Originally posted by Yogi Yohan:
Aircraft type slots 17-22 are for types that you cannot change production to. (Fokkers, Mixed etc)
Uhh, I can. WiR 3.101 and Campaign '41. It allows me to change German fighter groups in Italian front to the Macci and Mixed fighters and fokker. ???
Posted: Tue Oct 23, 2001 1:42 pm
by Ed Cogburn
Originally posted by Possum:
Don't move the Finnish Karelian Army HQ from it's existing slot (slot one). If you do, any Finnish units placed in it will automatically be moved to whatever HQ now occupies slot one.
Yep, good work. This will be in the next update of editwir.
Posted: Tue Oct 23, 2001 4:16 pm
by Yogi Yohan
Originally posted by Ed Cogburn:
Uhh, I can. WiR 3.101 and Campaign '41. It allows me to change German fighter groups in Italian front to the Macci and Mixed fighters and fokker. ???
You can change fighter groups to these planes. You cannot change factories into building them.
Posted: Tue Oct 23, 2001 4:18 pm
by Yogi Yohan
The types of German (and I assume, Soviet) TD (Light, Medium, Heavy) are hardwired to the slots they presently occupy. Changing the classification has no effect.
Posted: Tue Oct 23, 2001 6:05 pm
by Ed Cogburn
Originally posted by Yogi Yohan:
You can change fighter groups to these planes. You cannot change factories into building them.
Uhhhh, I knew that, yea, really. <img src="smile.gif" border="0">
Editwir updated.
Posted: Tue Oct 23, 2001 6:22 pm
by Ed Cogburn
Originally posted by Yogi Yohan:
The types of German (and I assume, Soviet) TD (Light, Medium, Heavy) are hardwired to the slots they presently occupy. Changing the classification has no effect.
Editwir updated.
Posted: Tue Oct 23, 2001 9:52 pm
by Yogi Yohan
Originally posted by Ed Cogburn:
Editwir updated.
Were can one get the updated editwir? Or has it simply been put in the 3.101 zip file?
Posted: Wed Oct 24, 2001 8:08 am
by Ed Cogburn
Originally posted by Yogi Yohan:
Were can one get the updated editwir? Or has it simply been put in the 3.101 zip file?
Editwir was updated prior to the release of 3.101, but the updates I've added now will show up in the next release.
Posted: Thu Nov 01, 2001 3:58 am
by Possum
I'v just discovered that the HQ of appearance for airgroups is Hardcoded! Arghhhhh!!!!!!
(all that work arranging airgroups into a logical sequence down the gurgler!!!)
to recap
Slots 1 to 4 appear in the Finnish Karalian Army HQ.
Slots 34, 35, 36, and 100 appear in the Romanian 3rd Army HQ.
Slots 37, 38, 98, and 99 appear in the Hungarian 2nd Army HQ.
Slots 51, 52 and 91 to 97 appear in the Italian 8th Army HQ.
All the remaining slots will appear in the O.K.H. HQ.
Posted: Thu Nov 01, 2001 3:43 pm
by Ed Cogburn
Originally posted by Possum:
I'v just discovered that the HQ of appearance for airgroups is Hardcoded! Arghhhhh!!!!!!
(all that work arranging airgroups into a logical sequence down the gurgler!!!)
Yep, don't you just *hate* hardwired numbers?