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March 25th, 2018, 04:01 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Another use for the "save as scenario" would be to eliminate the fireworks shows that some scenarios have where you go make a coffee and have lunch while the "pre-game show" bombardment and airstrikes go in. ( an exaggeration but there are a few that do go on and on ) Run them then save as scenario and that can be the start of the game and everyone gets the same starting point
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March 26th, 2018, 02:57 AM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Quote:
Originally Posted by DRG
Another use for the "save as scenario" would be to eliminate the fireworks shows that some scenarios have where you go make a coffee and have lunch while the "pre-game show" bombardment and airstrikes go in. ( an exaggeration but there are a few that do go on and on ) Run them then save as scenario and that can be the start of the game and everyone gets the same starting point
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Good idea, think I'll do this with that "Vital Airfield" scenario. I KNOW it has an awfully long "pre-game show".
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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March 26th, 2018, 08:20 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Maybe some people like that.....IDK, I just know I find it tedious but I'm usually running something like that as a test for some reason and it's annoying to get the pre-game show running on and on..... BUT, I may be in the minority.....others may enjoy the show..
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March 26th, 2018, 06:55 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
The AI does rejoin crews - have seen it in battles. It should do also in a scenario when the designer has split things. But it may take its own sweet time about it especially if the crew is pinned etc.
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March 26th, 2018, 07:26 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Just whipped up a test scenario, dropping sheridans, 105mm howitzers, 81mm mortar teams from Hercules under AI control.
Crew and kit dropped separately on the predetermined LZs. The AI then moved the crews to marry up with the kit, bar one crew which had suffered damage and was pinned, that moved a turn or 2 later.
I then unloaded the planes and spread the crews about then ran the scenario under AI control again. The crews marched to join their weapons and vehicles, as expected.
A simple test scenario, took 5 minutes to lash up. A quick 5 or 10 minutes playing with a test scenario often answers the question.
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March 26th, 2018, 10:05 PM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
Thanks: 584
Thanked 277 Times in 191 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Quote:
Originally Posted by Mobhack
Just whipped up a test scenario, dropping sheridans, 105mm howitzers, 81mm mortar teams from Hercules under AI control.
Crew and kit dropped separately on the predetermined LZs. The AI then moved the crews to marry up with the kit, bar one crew which had suffered damage and was pinned, that moved a turn or 2 later.
I then unloaded the planes and spread the crews about then ran the scenario under AI control again. The crews marched to join their weapons and vehicles, as expected.
A simple test scenario, took 5 minutes to lash up. A quick 5 or 10 minutes playing with a test scenario often answers the question.
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I whipped up a similar tests using 4x BMD-3s and 4x AN-12 air transports. My results were as MobHack discovered. So, what we have is a solution under AI control using the "save as scenario" hack.
But, it gets a lot better, I also unloaded the transports in deploy, deleted them, and placed the crews about their vehicles.
It took three turns for the AI to rejoin the crews.
This latter solution is simple: just load the vehicles and weapons onto transports, unload the transports, place the crew and vehicles on the map where desired, delete the transports.
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March 28th, 2018, 06:49 AM
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Major
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Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,046
Thanks: 364
Thanked 440 Times in 318 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Will Russian vehicles never have the ability to be paradropped with the crews onboard as, I believe, is their current standard practice?
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March 28th, 2018, 08:16 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
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Re: Re-Crew Abandoned Vehicles and Weapons
Quote:
Originally Posted by scorpio_rocks
Will Russian vehicles never have the ability to be paradropped with the crews onboard as, I believe, is their current standard practice?
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No. air dropped vehicles and their crew drop separately. That stops the old way where vehicles or guns were immediately available to drive off. The crews having to find and join up takes time, which is more realistic.
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