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September 2nd, 2016, 10:15 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
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Re: A0 as Aircraft
Sounds like Vietnam ...
Make A0 and infantry/FO unit, buy your aircraft as B0. Allow A0 to arrive as a reinforcement any turn up to 50 (I use 49 myself to allow for error).
__________________
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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September 3rd, 2016, 01:35 AM
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Corporal
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Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
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Re: A0 as Aircraft
1st scenario is the first 90 minutes 0530-0700 (30 turns) of an airborne assault by 2 battalions. A0 is in an EC-130 ABCCC.
2nd scenario is SOCOM raids to the north of 1st scenario location during the same time period as 1st scenario. A0 same.
3rd scenario is a continuation of 1st scenario, 90 minutes 0700-0830 (30 turns, A0 lands turn 20 and transfers CP to ground location. Events from 2nd scenario overlap into 3rd which is why the break between 1st and 3rd.
I have each turn envisioned as '3 minutes' to replicate the tempo of the real events.
It is only the first two scenarios that it has a 'no home' problem.
Currently in my playtesting I have the A0 in a plane on the left bottom map edge. I am not moving it around. I am content with it but am just trying to find best solution for other players and avoid code conflicts.
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September 3rd, 2016, 08:21 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: A0 as Aircraft
When I take a look at the code this winter I think I will have a look at whatever is selecting the cursor - there may be a simple way to get it to advance on to an on-map unit (if there is one!).
Otherwise - just tell the end user to press N key to get to first playable unit in your intro text if A0 is off-map on deployment.
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September 3rd, 2016, 09:21 AM
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Major
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Join Date: Aug 2013
Location: Yorkshire, UK
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Re: A0 as Aircraft
Quote:
Originally Posted by Mobhack
When I take a look at the code this winter I think I will have a look at whatever is selecting the cursor - there may be a simple way to get it to advance on to an on-map unit (if there is one!).
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Would this include not having units that fled off map, then rallied, showing up as you N through your force? (ie RTB Helos)
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September 3rd, 2016, 12:33 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,994
Thanks: 488
Thanked 1,928 Times in 1,254 Posts
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Re: A0 as Aircraft
Quote:
Originally Posted by scorpio_rocks
Quote:
Originally Posted by Mobhack
When I take a look at the code this winter I think I will have a look at whatever is selecting the cursor - there may be a simple way to get it to advance on to an on-map unit (if there is one!).
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Would this include not having units that fled off map, then rallied, showing up as you N through your force? (ie RTB Helos)
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The problem I had was that it selected the next unit after A0, since A0 was off-map. But that unit was an off-map unit (reinforcement). Sine there were no visible friendly units, it was not until I either pressed N, or examined the map more closely that I realised that there were actually some friendlies to play with  !
I need to look at the code that is selecting units, and ensure it is an actual on-map unit of some sort. (the N key does this correctly - so it is probably the routine that sets the initial unit cursor that is (probably) not skipping past any allowed unit type that happens to be a reinforcement). Once that is done, even if say BB0 was the only currently on-map lowest indexed unit then at least the player would have the initial map on a turn centred on BB0, not on the top left with no friendlies in sight (as was the case here - the friendlies were deep South of the top right edge). It'll use the top left since anyone off map is at -1,_1 internally (the reason the original SSI game sometimes had fire-fights between "off-map" units since their code did not correctly check for off-mapness and all units that are so of both sides, live at that hex location  .
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The Following User Says Thank You to Mobhack For This Useful Post:
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September 3rd, 2016, 09:18 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.
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Re: A0 as Aircraft
What aircraft have you selected as the ABCCC. This is doable. What are the AA threats to the EC-130?
We could modify EW rating and/or lower AA threat capability with vision experience and morale modifier changes.
I was thinking of an AC-130 Gunship stripped of weapons with boosted EW, radio, and vision.
This would give a simulation of the EC-130 within the scenario.
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September 3rd, 2016, 10:17 PM
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Corporal
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Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
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Re: A0 as Aircraft
When I had made the A0 into an aircraft I just replaced it with a c-130 and renamed it as EC-130. Since it was advised to keep it as a ground unit I have taken a C-130 and renamed it as an EC-130 and loaded the A0 into it. It stayed well away during the battle in real life but the AAA threats are Zu-23-2 and quad Czech MK53 guns.
It works OK since I don't move it but the game will not let it spot artillery. This is not crucial for me since the only fire support in the first scenario is 3 AC-130 gunships. I edited attack helicopters into AC-130 so they are on board and do not have to be called as arty.
Last edited by jp10; September 3rd, 2016 at 10:28 PM..
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