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  #1  
Old December 17th, 2009, 03:51 AM
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Default Re: Questions on unit classes for Andy/Don

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Originally Posted by thatguy96 View Post
Quote:
I'm thinking (brainstorming, whatever) that one might possibly classify a unit such as a SEAL 2-man scout team as a sniper thus allowing this "elite" type of unit to hit more often then the weapon tab data normally allows.
The only issue with this is that the code treats the weapon in slot 1 as being issued to every member of the "squad." So you'd have it essentially treat the 2-man unit as having 2 M40s. From what I've been led to believe, the second person is usually an observer, in the USMC case armed with an M16A4 and M203 grenade launcher. Has this changed? I realize there's no reason to assume that this is still correct.

I have often wondered about whether it might be possible to put pistol in slot one and the sniper rifle in slot 2 (or maybe even slot 4) and get the correct result.
The game treats the weapon class ONE(1) weapon in weapon slot 1 as being multiplied by the number of team members. (It then deducts that count for firing range, for HE effect. 10 rifles at range 1 are less effective at range 10).

e.g. there was a Japanese "sniper team" set up with crew 2 and 2 slots both with sniper rifles, for a total of 3 weapons issued. (Slot 1 class 1 weapon* 2 crew) + Slot 2 class 1 weapon = 3 rifles, for 2 men.

In game terms, any "observer" can be ignored in sniper elements as irrelevant. The snipers only need the number of shooters, an observer-spotter might be rationalised as FC and/or Vision add-ons etc.

Many sections have an SMG or whatever in slots 2-4 as well as a class 1 infantry prime weapon in the primary weapon slot 1. That suffices for say the UK WW2 section with N rifles, and an SMG issued to the section commander. There are also elements with another rifle in a secondary slot for "flavour" - e.g. say militia with an AK47 primary and a secondary SKS. (It is also used in some larger sections esp WW2 rifle-only ones to beef their rifle fire up a little bit). The cost calculator will charge a couple of points for usage of another weapon slot for these.

Cheers
Andy
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  #2  
Old December 17th, 2009, 12:19 PM
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Default Re: Questions on unit classes for Andy/Don

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by thatguy96 View Post
Quote:
I'm thinking (brainstorming, whatever) that one might possibly classify a unit such as a SEAL 2-man scout team as a sniper thus allowing this "elite" type of unit to hit more often then the weapon tab data normally allows.
The only issue with this is that the code treats the weapon in slot 1 as being issued to every member of the "squad." So you'd have it essentially treat the 2-man unit as having 2 M40s. From what I've been led to believe, the second person is usually an observer, in the USMC case armed with an M16A4 and M203 grenade launcher. Has this changed? I realize there's no reason to assume that this is still correct.

I have often wondered about whether it might be possible to put pistol in slot one and the sniper rifle in slot 2 (or maybe even slot 4) and get the correct result.
The game treats the weapon class ONE(1) weapon in weapon slot 1 as being multiplied by the number of team members. (It then deducts that count for firing range, for HE effect. 10 rifles at range 1 are less effective at range 10).

e.g. there was a Japanese "sniper team" set up with crew 2 and 2 slots both with sniper rifles, for a total of 3 weapons issued. (Slot 1 class 1 weapon* 2 crew) + Slot 2 class 1 weapon = 3 rifles, for 2 men.

In game terms, any "observer" can be ignored in sniper elements as irrelevant. The snipers only need the number of shooters, an observer-spotter might be rationalised as FC and/or Vision add-ons etc.

Many sections have an SMG or whatever in slots 2-4 as well as a class 1 infantry prime weapon in the primary weapon slot 1. That suffices for say the UK WW2 section with N rifles, and an SMG issued to the section commander. There are also elements with another rifle in a secondary slot for "flavour" - e.g. say militia with an AK47 primary and a secondary SKS. (It is also used in some larger sections esp WW2 rifle-only ones to beef their rifle fire up a little bit). The cost calculator will charge a couple of points for usage of another weapon slot for these.

Cheers
Andy
Good thoughts (no surprise considering the source).
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  #3  
Old December 16th, 2009, 04:23 PM
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Default Re: Questions on unit classes for Andy/Don

It knows it's a "Cannister" or "Ammo Container" IF the unit has 1 man as it's "crew", it's speed is zero and it's weight is zero. If you devate from that it's not a "Cannister" or "Ammo Container"

Don
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Old December 17th, 2009, 10:35 AM
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Default Re: Questions on unit classes for Andy/Don

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Originally Posted by Suhiir View Post

AMMO CANISTER
"Crew is 1 and speed must be 0, supplies small ammo only (to WH size 3), low supply points per move (20 ammo points). Range 1 hex."



The text will be corrected in the GG for the next release. The actual max warhead size cannisters will resupply is 4 ( see the WW2 MOBHack help file )


Don
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  #5  
Old December 17th, 2009, 12:16 PM
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Default Re: Questions on unit classes for Andy/Don

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Quote:
Originally Posted by Suhiir View Post

AMMO CANISTER
"Crew is 1 and speed must be 0, supplies small ammo only (to WH size 3), low supply points per move (20 ammo points). Range 1 hex."



The text will be corrected in the GG for the next release. The actual max warhead size cannisters will resupply is 4 ( see the WW2 MOBHack help file )


Don
4? Nice! That means they'll resupply the 60mm mortars the USMC uses at company level (that's always been a minor annoyance for me).
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Old December 18th, 2009, 09:03 AM
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Default Re: Questions on unit classes for Andy/Don

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Originally Posted by Suhiir View Post

Nice! That means they'll resupply the 60mm mortars the USMC uses at company level (that's always been a minor annoyance for me).

From what we can see it's been like that for quite awhile so this shouldn't have been an issue for at least a couple of years or longer. Its just that section of MBT MOBHack help was not updated

Don
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  #7  
Old December 18th, 2009, 12:28 PM
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Default Re: Questions on unit classes for Andy/Don

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Originally Posted by DRG View Post
Quote:
Originally Posted by Suhiir View Post

Nice! That means they'll resupply the 60mm mortars the USMC uses at company level (that's always been a minor annoyance for me).

From what we can see it's been like that for quite awhile so this shouldn't have been an issue for at least a couple of years or longer. Its just that section of MBT MOBHack help was not updated

Don
No doubt true, it's just I assumed (yeah, yeah we all know what assuming gets you) MOBHack help was accurate
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Old December 18th, 2009, 12:38 PM
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Default Re: Questions on unit classes for Andy/Don

Quote:
Originally Posted by Suhiir View Post
No doubt true, it's just I assumed (yeah, yeah we all know what assuming gets you) MOBHack help was accurate


1 / How many people do you think actually check the WH sizes of all their units before sending them over to a cannister to re-supply ( besides you ? )

2/ How many people do you think actually read MOBHack Help ? ( besides you ? )

3/ How many people do you think actually read the game guild

( admittedly there will be more 3's than 2's and 2's than 1's )


ALSO... just for fun I checked the original, untouched V1 copies of the game I have on my HD and ...

Quote:
"AMMO CANNISTER - crew is 1 and speed must be 0. Usually transportable, supplies small ammo only (to WH size 4), low supply points per move (20 ammo points).
has been in the the WW2 MOBHack help since then but the MBT MOBHack help didn't catch the change .It's one of those little things that get overlooked for years then someone notices. It's now been corrected



Don

Last edited by DRG; December 18th, 2009 at 12:53 PM..
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Old December 18th, 2009, 02:48 PM
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Default Re: Questions on unit classes for Andy/Don

I appreciate what you are trying to do but this OOB or your's has had a longer gestation than an elephant.

Had we spent that much time on each OOB the game wouldn't have been released until 2169.
( 92 OOB's x 22 months each / 12 + 2001 )

Maybe it's time this OOB of yours saw the light of day ?


Don

Last edited by DRG; December 18th, 2009 at 02:58 PM..
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  #10  
Old December 18th, 2009, 02:57 PM
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Default Re: Questions on unit classes for Andy/Don

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Originally Posted by DRG View Post
I appreciate what you are trying to do but this OOB or your's has had a longer gestation than an elephant.

Had we spent that much time on each OOB the game wouldn't have been released until 2169.
( 92 OOB's x 22 months each / 12 + 2001 )

Maybe it's time this OOB of yours saw the light of day ?


Don
I was thinking a whale, longer gestation period then an elephant.
Well unlike you guys I don't have the luxury of working on this full time, and I'm SERIOUSLY considering not creating the new Picklists to save me a ton of time. This of course means the new OOB will totally unable to be used by the AI for force selection, limiting it to player selection only. But I'm sure there will be suggestions (and not a few loud screams) when folks get a look at it, and of course there will be typos and other mistakes that need fixing.
All I can do is quote you guys - "It'll be done when it's done."
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