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Re: Warcab 0.8.0 BETA version
Wow, the functionality is already quite impressive.
Here is a couple of issues i've got right off the bat: 1) When i try to add a savegame from a battle different from the battle already added to the dossier i get an error: SpSv004.dat: SPWERR_NOMATCH_CORECNT: player formation or unit core count does not match I can add multiple savegames of the same battle (different turns of one battle of a campaign) but cannot add another battle of the same campaign. Judging from the error text - it does not accept my expanding the core between the battles. 2) Strategic is limited in displaying heightmap. Seems like the maximum value is 40 or 50. Which makes mountainous locations like Italy look like plateau, not mountains. https://i.imgur.com/UQNjANO.jpg |
Re: Warcab 0.8.0 BETA version
Hi Lomaster,
Thanks for your feedback and thanks for the praise! :) Let me try to answer your questions: 1) Yes, currently Warcab requires the total number of core units to stay fixed during the campaign. This makes it easier to keep track of each unit throughout the campaign. It could be this assumption is too strict, I don't know. I don't have much experience with long campaigns (or winSPWW2 for that matter). You are now the second user who is hitting this issue. The other user has already sent me a dossier file, some savegames and the OOB files. As soon as I have some free time I will look into it. 2) You are right that the stratmap is currently limited to heights of about 35 meters. That's just because winSPWW2 support is new for Warcab, previously it only supported "that other game" which is indeed limited in the heights that it supports. I am planning to look into this as a further improvement, but it's not yet high priority, my first goal is to get the basic functionality working correctly... Erik Quote:
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Re: Warcab 0.8.0 BETA version
Hey Lomaster,
As I said, I don't have experience with long campaigns, so forgive me this additional question :), it might help me find solutions for that unexpected error you encountered (the SPWERR_NOMATCH_CORECNT). I understand now that core units are sometimes added during a campaign, but does the inverse also happen? Core units that are removed during the campaign? Erik Quote:
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Re: Warcab 0.8.0 BETA version
Core units can be deleted, or cross attached to other formations.
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Re: Warcab 0.8.0 BETA version
Yes, I may also remove or change HQ for sub-units during the campaign. For example,
As German, I start with 3 sections of 8cm mortars (B0-B2). Sometime after Eastern Front, I will pass command of 1 section (B2) to 1 of the infantry companies (G0), and upgrade the remaining 2 sections to 12cm mortars. Starting core B0-B2- 3 sections of 8cm mortars G0- Company Commander G1- AT Rifle Section After Eastern Front B0-B1- 2 sections of 12cm mortars G0- Company Commander G1- 1 section of 8cm mortars G2- AT Rifle section Conversely, I will sometimes add 1 core unit for the purposes of changing their sub-unit's HQ, and then deleting the core unit after the battle. Similar to the case above. This is what happens Starting core K0- Company Commander K1- AT Rifle Section O0- Company Commander O1- AT Rifle Section After Eastern Front Added T0-T2- 3 sections of 8cm mortars K0- Company Commander K1- 1 sect of 8cm mortars K2- AT Rifle Section O0- Company Commander O1- 1 sect of 8cm mortars O2- AT Rifle Section T0- 1 section of 8cm mortars (to be deleted at end of battle) |
Re: Warcab 0.8.0 BETA version
Let's see if I get this right...
I'll be using the following notation: [unit id](formation leader unit id). Please excuse the poor ascii art... (damn spaces got lost, no art today :mad:) In your first example, the OOB changes like this? [B0](B0), [B1](B0), [B2](B0), [G0](G0), [G1](G0) [B0](B0), [B1](B0), [G2](B0), [G0](G0), [G1](G0) [B0](B0), [B1](B0), _________ [G0](G0), [G1](G0), [G2](G0) And in your second example, the OOB changes like this? [K0](K0), [K1](K0), _________ [O0](O0), [O1](O0) [K0](K0), [K1](K0), _________ [O0](O0), [O1](O0), _________ [T0](T0), [T1](T0), [T2](T0) [K0](K0), [K1](K0), _________ [O0](O0), [O1](O0), _________ [T0](T0), [K2](T0), [O2](T0) [K0](K0), [K1](K0), [K2](K0), [O0](O0), [O1](O0), [O2](O0), [T0](T0) I ask this because I need to understand the mechanics. Warcab tries to track each core unit during the campaign, for promotions/demotions, equipment upgrades, replacements and reassignments. That's not an easy thing to do... Erik Quote:
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Re: Warcab 0.8.0 BETA version
Broadly yes. Except I'm not exactly sure whether the new unit would take position as X1 or X2.
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Re: Warcab 0.8.0 BETA version
Cross-attatchment can be strange.
If you add a unit to a formation, sometimes it becomes the new last unit in the formation, but other times it can become the new leader. If you have the full game, you can use the "fix formation leader" function to change the leader back to the original 0 unit (the function is not just for when casualties move the commander to another unit than 0). If you delete a formation and then add a new larger one then if there are formations further up the force, some of the overflow may show up in lists with a gap - the game will put the first 2 slots say, in the freed-up slots of the old deleted formation, and the overflow up at the end. Some lists show the sorted into formation order, others the absolute order in the force. For example - the artillery bombardment list IIRC uses absolute unit order, so a bit of reattaching can produce split lists where B0 and B1 (B1 being x-attatched from down the unit list to add to original singleton B0) may have other fire units listed between them. |
Re: Warcab 0.8.0 BETA version
I contend that most folks playing CG will expand their core over time and some folks cross attach sub formations to companies (I do this all the time).
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Re: Warcab 0.8.0 BETA version
Expanding the core is a given. As will be cross attachment.
I can't think of any reason to stick to the same core you start with. That really only happened in SP1, where no addition or cross attaching could be done, only changes of unit type. So in SP1 you would start a campaign and ensure your full 48(? may have been 24) allotment was filled - even if it was jeeps or sniper placeholders (SP1 charged 1 whole point for a sniper, so they were extremely good value). |
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