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August 6th, 2019, 10:38 AM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
Thanks: 27
Thanked 89 Times in 29 Posts
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Re: Warcab 0.8.0 BETA version
Hi Lomaster,
Thanks for your feedback and thanks for the praise!
Let me try to answer your questions:
1) Yes, currently Warcab requires the total number of core units to stay fixed during
the campaign. This makes it easier to keep track of each unit throughout the campaign.
It could be this assumption is too strict, I don't know. I don't have much experience
with long campaigns (or winSPWW2 for that matter).
You are now the second user who is hitting this issue. The other user has already sent
me a dossier file, some savegames and the OOB files. As soon as I have some free
time I will look into it.
2) You are right that the stratmap is currently limited to heights of about 35 meters.
That's just because winSPWW2 support is new for Warcab, previously it only supported
" that other game" which is indeed limited in the heights that it supports.
I am planning to look into this as a further improvement, but it's not yet high priority,
my first goal is to get the basic functionality working correctly...
Erik
Quote:
Originally Posted by Lomaster
Wow, the functionality is already quite impressive.
Here is a couple of issues i've got right off the bat:
1) When i try to add a savegame from a battle different from the battle already added to the dossier i get an error: SpSv004.dat: SPWERR_NOMATCH_CORECNT: player formation or unit core count does not match I can add multiple savegames of the same battle (different turns of one battle of a campaign) but cannot add another battle of the same campaign.
Judging from the error text - it does not accept my expanding the core between the battles.
2) Strategic is limited in displaying heightmap. Seems like the maximum value is 40 or 50. Which makes mountainous locations like Italy look like plateau, not mountains.
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August 7th, 2019, 05:17 PM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
Thanks: 27
Thanked 89 Times in 29 Posts
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Re: Warcab 0.8.0 BETA version
Hey Lomaster,
As I said, I don't have experience with long campaigns, so forgive me this additional
question , it might help me find solutions for that unexpected error you encountered
( the SPWERR_NOMATCH_CORECNT).
I understand now that core units are sometimes added during a campaign, but does
the inverse also happen? Core units that are removed during the campaign?
Erik
Quote:
Originally Posted by ErikCumps
Hi Lomaster,
...
1) Yes, currently Warcab requires the total number of core units to stay fixed during
the campaign. This makes it easier to keep track of each unit throughout the campaign.
It could be this assumption is too strict, I don't know. I don't have much experience
with long campaigns (or winSPWW2 for that matter).
You are now the second user who is hitting this issue. The other user has already sent
me a dossier file, some savegames and the OOB files. As soon as I have some free
time I will look into it.
...
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August 7th, 2019, 08:37 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,897 Times in 1,235 Posts
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Re: Warcab 0.8.0 BETA version
Core units can be deleted, or cross attached to other formations.
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August 7th, 2019, 08:38 PM
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Sergeant
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Join Date: Aug 2012
Posts: 295
Thanks: 3
Thanked 120 Times in 74 Posts
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Re: Warcab 0.8.0 BETA version
Yes, I may also remove or change HQ for sub-units during the campaign. For example,
As German, I start with 3 sections of 8cm mortars (B0-B2). Sometime after Eastern Front, I will pass command of 1 section (B2) to 1 of the infantry companies (G0), and upgrade the remaining 2 sections to 12cm mortars.
Starting core
B0-B2- 3 sections of 8cm mortars
G0- Company Commander
G1- AT Rifle Section
After Eastern Front
B0-B1- 2 sections of 12cm mortars
G0- Company Commander
G1- 1 section of 8cm mortars
G2- AT Rifle section
Conversely, I will sometimes add 1 core unit for the purposes of changing their sub-unit's HQ, and then deleting the core unit after the battle. Similar to the case above. This is what happens
Starting core
K0- Company Commander
K1- AT Rifle Section
O0- Company Commander
O1- AT Rifle Section
After Eastern Front
Added T0-T2- 3 sections of 8cm mortars
K0- Company Commander
K1- 1 sect of 8cm mortars
K2- AT Rifle Section
O0- Company Commander
O1- 1 sect of 8cm mortars
O2- AT Rifle Section
T0- 1 section of 8cm mortars (to be deleted at end of battle)
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August 8th, 2019, 03:46 PM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
Thanks: 27
Thanked 89 Times in 29 Posts
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Re: Warcab 0.8.0 BETA version
Let's see if I get this right...
I'll be using the following notation: [unit id](formation leader unit id).
Please excuse the poor ascii art... (damn spaces got lost, no art today )
In your first example, the OOB changes like this?
[B0](B0), [B1](B0), [B2](B0), [G0](G0), [G1](G0)
[B0](B0), [B1](B0), [G2](B0), [G0](G0), [G1](G0)
[B0](B0), [B1](B0), _________ [G0](G0), [G1](G0), [G2](G0)
And in your second example, the OOB changes like this?
[K0](K0), [K1](K0), _________ [O0](O0), [O1](O0)
[K0](K0), [K1](K0), _________ [O0](O0), [O1](O0), _________ [T0](T0), [T1](T0), [T2](T0)
[K0](K0), [K1](K0), _________ [O0](O0), [O1](O0), _________ [T0](T0), [K2](T0), [O2](T0)
[K0](K0), [K1](K0), [K2](K0), [O0](O0), [O1](O0), [O2](O0), [T0](T0)
I ask this because I need to understand the mechanics.
Warcab tries to track each core unit during the campaign, for promotions/demotions,
equipment upgrades, replacements and reassignments.
That's not an easy thing to do...
Erik
Quote:
Originally Posted by sigeena
Yes, I may also remove or change HQ for sub-units during the campaign. For example,
As German, I start with 3 sections of 8cm mortars (B0-B2). Sometime after Eastern Front, I will pass command of 1 section (B2) to 1 of the infantry companies (G0), and upgrade the remaining 2 sections to 12cm mortars.
Starting core
B0-B2- 3 sections of 8cm mortars
G0- Company Commander
G1- AT Rifle Section
After Eastern Front
B0-B1- 2 sections of 12cm mortars
G0- Company Commander
G1- 1 section of 8cm mortars
G2- AT Rifle section
Conversely, I will sometimes add 1 core unit for the purposes of changing their sub-unit's HQ, and then deleting the core unit after the battle. Similar to the case above. This is what happens
Starting core
K0- Company Commander
K1- AT Rifle Section
O0- Company Commander
O1- AT Rifle Section
After Eastern Front
Added T0-T2- 3 sections of 8cm mortars
K0- Company Commander
K1- 1 sect of 8cm mortars
K2- AT Rifle Section
O0- Company Commander
O1- 1 sect of 8cm mortars
O2- AT Rifle Section
T0- 1 section of 8cm mortars (to be deleted at end of battle)
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August 8th, 2019, 10:24 PM
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Sergeant
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Join Date: Aug 2012
Posts: 295
Thanks: 3
Thanked 120 Times in 74 Posts
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Re: Warcab 0.8.0 BETA version
Broadly yes. Except I'm not exactly sure whether the new unit would take position as X1 or X2.
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August 9th, 2019, 08:36 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,897 Times in 1,235 Posts
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Re: Warcab 0.8.0 BETA version
Cross-attatchment can be strange.
If you add a unit to a formation, sometimes it becomes the new last unit in the formation, but other times it can become the new leader. If you have the full game, you can use the "fix formation leader" function to change the leader back to the original 0 unit (the function is not just for when casualties move the commander to another unit than 0).
If you delete a formation and then add a new larger one then if there are formations further up the force, some of the overflow may show up in lists with a gap - the game will put the first 2 slots say, in the freed-up slots of the old deleted formation, and the overflow up at the end. Some lists show the sorted into formation order, others the absolute order in the force. For example - the artillery bombardment list IIRC uses absolute unit order, so a bit of reattaching can produce split lists where B0 and B1 (B1 being x-attatched from down the unit list to add to original singleton B0) may have other fire units listed between them.
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August 9th, 2019, 12:53 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,257
Thanked 576 Times in 313 Posts
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Re: Warcab 0.8.0 BETA version
I contend that most folks playing CG will expand their core over time and some folks cross attach sub formations to companies (I do this all the time).
__________________
ASL
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August 9th, 2019, 01:40 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,897 Times in 1,235 Posts
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Re: Warcab 0.8.0 BETA version
Expanding the core is a given. As will be cross attachment.
I can't think of any reason to stick to the same core you start with. That really only happened in SP1, where no addition or cross attaching could be done, only changes of unit type. So in SP1 you would start a campaign and ensure your full 48(? may have been 24) allotment was filled - even if it was jeeps or sniper placeholders (SP1 charged 1 whole point for a sniper, so they were extremely good value).
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August 9th, 2019, 04:23 PM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
Thanks: 27
Thanked 89 Times in 29 Posts
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Re: Warcab 0.8.0 BETA version
Thanks, that's food for thought.
In the mean time, if anybody has ideas about tracking cross-attached units from battle to battle,
in order to "know" that unit B2 in the first battle is the same unit as unit G2 in the second battle,
I'm all ears!
Erik
Quote:
Originally Posted by Mobhack
Expanding the core is a given. As will be cross attachment.
I can't think of any reason to stick to the same core you start with. That really only happened in SP1, where no addition or cross attaching could be done, only changes of unit type. So in SP1 you would start a campaign and ensure your full 48(? may have been 24) allotment was filled - even if it was jeeps or sniper placeholders (SP1 charged 1 whole point for a sniper, so they were extremely good value).
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