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Old July 29th, 2006, 02:47 PM

thatguy96 thatguy96 is offline
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Default Re: Offmap Artillery AP ammo is disable.

IIRC the AP ammo slot for artillery is for cluster shells. I could be wrong though. I would recommend modifying the stats of the actual weapon in MobHack if you feel the artillery's strength is not to your liking rather than giving artillery AP ammo which it wouldn't normally have.
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Old July 29th, 2006, 03:21 PM
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Default Re2: Offmap Artillery AP ammo is disable.

Thanks to your Responce.

I know that is for cluster shells. But, some artillery had AP and HE.
for exanple,
"280mm K5(E) L / 77" have "31cm Sprgr. 4861 ( Armor Piercing Discarding Sabot )" and "28cm Gr. 35 ( High Explosive )".
Of cause, this AP is different of cluster shell. But,there is not other method at this game.
I am happy if this game would have more frexibility.

Sorry,thanks.
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Old July 29th, 2006, 10:43 PM
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Default Re: Re2: Offmap Artillery AP ammo is disable.


Off map Arty uses the "AP" slot to represent cluster munitions

So sorry for the "inflexability" but if you want to model indirect capable guns with sabot etc they MUST be on map guns only.

Don
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Old July 29th, 2006, 11:30 PM
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Default Re4: I see.

Thanks to Auther's Responce.
I see about cluster. I make these proposal at your update.
1) Make modification the OffmapArt-AP's effect at only 1 or 7 hex, and this effect's diagram to be nearly to HE. Because of add the selectivity of ammunition between HE and AP.
2) Change the RED topbar's text from cluster munition to "armor piercing munitions" .
3) Change the Grafics&Sound at this impact.

I'm so sorry for my selfishness. I hope your advance,too much. Thanks.

- 280mm K5(E) L / 77 -
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