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February 7th, 2008, 08:21 PM
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Private
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Join Date: Jan 2008
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Problem with units modded by scen/camp designer
Sometimes scenario designers change weapons of certain units for design purposes. (i.e. a wheeled ATGM modified to carry mortat instead of missiles)
Well, this is good and enjoyable. However, when these modified units refit their ammo, ammo loadouts follow the original unmodified weapon schemes. (Ever had a chopper loaded with 70+ hellfires with plain HE? or an APC with only 4 AP MG rounds?)
Another problem is modified core units in campaigns.
After completing the first mission, Company 1st Sgt. would become a fully equiped mech section unit (although retaining its name) and "water supply truck" that had cost of 100+ would become just another heavy truck with cost of around 45.
Is there any way to go around these problems?
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February 7th, 2008, 09:18 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
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Re: Problem with units modded by scen/camp designe
I cannot think of any User Campaigns (those would be the only ones with modified units in a fixed core??) that have such?.
If so, then having non standard units in the core would be a design error. Core units can really only refer to the OOB template for data when upgrading, and due to the somewhat strange way weapons and changed units are held in a scenario file, then I'd be leery of any "changed" weapons data as well. (And that is one reason why there is no way to have Allied/Captured units as "core", they get stored in a local data table like changed units and weapons, which has nothing to do with how the OOBS do it)
Actually - I had never thought of someone being "creative" and then modifying (I presume) - any fixed core units in the scenario editor.
There is no way really to stop a designer having modified fixed core units - since scenarios are created independently the scenario editor has no way of knowing he will later import it to a U/C.
So - not really a "bug" - just a side effect that a user campaign designer should avoid. Any "specials" for a scenario should be "Fixed Auxiliaries", methinks.
Andy
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February 8th, 2008, 05:04 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
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Re: Problem with units modded by scen/camp designe
I probably have done it in my earlier campaigns (I am doing it now in a new WinSPWW2 campaign) BUT I usually allow no replacement points so that the user wouldn't be able to replace casualties or purchase any new units.
Companion - What Campaign is this you are seeing it in.
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February 11th, 2008, 02:11 AM
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Private
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Join Date: Jan 2008
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Re: Problem with units modded by scen/camp designe
@DD - I saw this happen in your Silver Lions campaign. It wasn't serious tho - I was not gonna put 1st sgt and medics into combat.
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February 11th, 2008, 06:48 PM
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Major
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Join Date: Jun 2005
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Re: Problem with units modded by scen/camp designer
Quote:
Companion said:
Ever had.....an APC with only 4 AP...
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Yes, many times - the standard ammo loadout of the 20mm of a Swedish PBV302 APC is 15 HE and 4 AP rounds.
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February 11th, 2008, 07:07 PM
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Private
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Join Date: Jan 2008
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Re: Problem with units modded by scen/camp designer
@wulfir - well, what I had was a 50 cal. with 0 HE and 4 AP
(Yes, that is correct, Zero HE.)
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February 11th, 2008, 08:20 PM
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Major
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Join Date: Jun 2005
Posts: 1,009
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Thanked 365 Times in 194 Posts
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Re: Problem with units modded by scen/camp designer
hehe..., a spot of bother that would be..
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