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August 29th, 2008, 11:17 AM
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Captain
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by PanzerBob
As for bridge layers, I do believe they could be cobbled together using barge carriers and barges, something which is in my long list of things to do.
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This does not work, at least for bridging actual water hexes. I've tried it many times myself. A single water hex will be ringed with 6 "shore" hexes. While a barge can unload onto shore without moving into the shore hex, it must be actually on the shore hex to load the unit. Therefore the "bridge" requires at least 1 point of water movement. A craft in water without at least one point of water movement sinks anyhow, further compounding the problem. I'm not sure if the barge script allows the unloading of a unit into an adjacent hex when on a "land" hex of some sort (such as a stream or canal hex). However, it would not be able to load a vehicle unless it were in the same hex (I believe), which would also render the concept pointless. Lastly, to add in an AVLB "barge carrier," one would have to overwrite the default "barge" unit in the OOB with a bridge, removing the option to buy basic barges.
In short, I think we're stuck with barges and GSP-like items. Things like the GSP "ferry" bridge section exist in a number of armies, and are much more feasible than actual bridges.
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August 29th, 2008, 02:40 PM
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Private
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Re: Ideas how to improve WinSP MBT/WW2 !
I was thinking about the larger sea going LSTs that can carry 10-15 MBTs and 600 troops and was wondering if there was any way to add that.
For example if a unit has a carry capacity of 450 it can carry 150 pts of units with no size restriction, 550 is 250 etc.
__________________
"Out of action become a Pillbox,
out of ammo become a bunker,
out of time become heroes."
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August 29th, 2008, 03:10 PM
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by TLAM_Strike
I was thinking about the larger sea going LSTs that can carry 10-15 MBTs and 600 troops and was wondering if there was any way to add that.
For example if a unit has a carry capacity of 450 it can carry 150 pts of units with no size restriction, 550 is 250 etc.
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They'd also have to be about 3.5 hexes long  The carry capacity limit is hard coded, and I have to assume that if it was just a matter of setting it to a really high limit it would've been done by now. Maybe not. A little more carry capacity would be nice, but I don't see it happening.
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August 29th, 2008, 03:51 PM
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Shrapnel Fanatic
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Re: Ideas how to improve WinSP MBT/WW2 !
[quote=thatguy96;635149]
Quote:
Originally Posted by TLAM_Strike
The carry capacity limit is hard coded, and I have to assume that if it was just a matter of setting it to a really high limit it would've been done by now. Maybe not. A little more carry capacity would be nice, but I don't see it happening.
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You won't.
255 is the highest number you can enter for carry so anything with the capacity to carry a tank for example is limited to 55 carry points(255) Something that could carry light guns and men could be set to 199 and they would carry 99 points of men as would something with 99 carry. The first of the three numbers is the code to carry guns ( 1) or vehicles ( 2 )and once you get to the 2's you run into the maximum number ( 255 ) and that's why all the barges are usually 255
The only way to make that higher would be to tear the code apart and start over. Pretty much everything anymore is "tear the code apart and start over" becasue we've pretty much done everything else that doesn't involve tearing the code apart and starting over.IF we did decide to tear the code apart these games are dead becasue we wouldn't be using any SP code anymore and the restictions we are under becasue we are using SP code would disapear.
Andy and I discussed this years ago before the Windows upgrade and weighed the pros and cons. Had we decided to scrap the existing format we wouldn't be having this chat becasue there wouldn't be a winSPWW2 or a winSPMBT to wish it had this or that different and given the sheer number of hours it would take to rebuild a game to the same level we wouldn't be discussing that game either becasue we'd only be half way through development.
In a way a lot of this is interesting because the longer it goes on the more it looks like discussion forum wish lists after SP1 was released.
The more things change the more they stay the same.
Don
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August 29th, 2008, 08:02 PM
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First Lieutenant
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Re: Ideas how to improve WinSP MBT/WW2 !
Thanks all, for that info. Just saved me a lot of time trying to create something that will not work.
As for the LST notion, I have in the past created maps with small islands to serve as LSV,LSD's etc for the troops landing. It took some playing around but I got it to work and it made for some interesting battles. It gave the AI something to target beside the LC's themselves and generated more causalities "at sea" than with just the Landing Craft. Just make sure they are just beyond visual range from the guns on the beach. If anybodies interested we discuss this further.
Bob out 
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August 29th, 2008, 10:10 PM
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Captain
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by PanzerBob
Thanks all, for that info. Just saved me a lot of time trying to create something that will not work.
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I wish it would, but there are some things that are unfortunately just not feasible under the current game engine, and we're generally clear on that not changing. I tried the bridge thing along with the so-called "Airmobile Artillery Platform." Turns out you can't unload from helicopters onto water hexes, so that sort of killed that too.
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August 29th, 2008, 03:53 PM
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Shrapnel Fanatic
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by thatguy96
The carry capacity limit is hard coded, and I have to assume that if it was just a matter of setting it to a really high limit it would've been done by now. Maybe not. A little more carry capacity would be nice, but I don't see it happening.
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You won't.
255 is the highest number you can enter for carry so anything with the capacity to carry a tank for example is limited to 55 carry points(255) Something that could carry light guns and men could be set to 199 and they would carry 99 points of men as would something with 99 carry. The first of the three numbers is the code to carry guns ( 1) or vehicles ( 2 )and once you get to the 2's you run into the maximum number ( 255 ) and that's why all the barges are usually 255
The only way to make that higher would be to tear the code apart and start over. Pretty much everything anymore is "tear the code apart and start over" becasue we've pretty much done everything else that doesn't involve tearing the code apart and starting over.IF we did decide to tear the code apart these games are dead becasue we wouldn't be using any SP code anymore and the restictions we are under becasue we are using SP code would disapear.
Andy and I discussed this years ago before the Windows upgrade and weighed the pros and cons. Had we decided to scrap the existing format we wouldn't be having this chat becasue there wouldn't be a winSPWW2 or a winSPMBT to wish it had this or that different and given the sheer number of hours it would take to rebuild a game to the same level we wouldn't be discussing that game either becasue we'd only be half way through development.
In a way a lot of this is interesting because the longer it goes on the more it looks like discussion forum wish lists after SP1 was released.
The more things change the more they stay the same.
Don
`
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August 30th, 2008, 04:41 AM
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Private
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by thatguy96
A single water hex will be ringed with 6 "shore" hexes. While a barge can unload onto shore without moving into the shore hex, it must be actually on the shore hex to load the unit. Therefore the "bridge" requires at least 1 point of water movement. A craft in water without at least one point of water movement sinks anyhow, further compounding the problem.
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What about streams/fords? Have you tried that?
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August 30th, 2008, 09:42 AM
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Captain
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by deveen
Quote:
Originally Posted by thatguy96
A single water hex will be ringed with 6 "shore" hexes. While a barge can unload onto shore without moving into the shore hex, it must be actually on the shore hex to load the unit. Therefore the "bridge" requires at least 1 point of water movement. A craft in water without at least one point of water movement sinks anyhow, further compounding the problem.
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What about streams/fords? Have you tried that?
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From the same post  :
Quote:
Originally Posted by thatguy96
I'm not sure if the barge script allows the unloading of a unit into an adjacent hex when on a "land" hex of some sort (such as a stream or canal hex). However, it would not be able to load a vehicle unless it were in the same hex (I believe), which would also render the concept pointless.
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August 30th, 2008, 10:08 AM
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Private
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Re: Ideas how to improve WinSP MBT/WW2 !
Oh, sorry, missed that.
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