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Automatic reinforcements - 11/26/2014 2:02:57 PM   
rudisa

 

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I remember reading somewhere that there was a patch in the works that would introduce automatic reinforcement of damaged units. Is this true? Is this actually in the works or did I dream about it?
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RE: Automatic reinforcements - 11/26/2014 2:36:03 PM   
ironduke1955


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I am sure no such patch or MOD exists. Its all currently manual if you have a template for units armored/mechanized/motorized infantry or artillery, then it is a matter of adding the force type manually.
The old argument is if you add green troops the experience level drops, if you combine remnants then you retain the combat experience.
appropriate reinforcements would have to be available to have a one click option available.

Something to look forward to, though not on my must have list (no such list exists by the way, a GD1938 with x4 map size and a reasonable AI would be high on the list if I had one)

< Message edited by ironduke1955 -- 11/26/2014 6:02:28 PM >

(in reply to rudisa)
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RE: Automatic reinforcements - 11/26/2014 3:13:35 PM   
Vic


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quote:

ORIGINAL: rudisa

I remember reading somewhere that there was a patch in the works that would introduce automatic reinforcement of damaged units. Is this true? Is this actually in the works or did I dream about it?


No dream. I said I would do it. It is planned for the next update. Hope to have something to show in a few months.


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(in reply to rudisa)
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RE: Automatic reinforcements - 11/26/2014 3:27:13 PM   
rudisa

 

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Wow, thanks Vic! That's going to be a game-changer!

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RE: Automatic reinforcements - 11/26/2014 9:34:28 PM   
Twotribes


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You understand that adding green just recruited troops to an experienced unit LOWERS experience on that unit, right?

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RE: Automatic reinforcements - 11/27/2014 1:25:27 PM   
ru_disa

 

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Twotribes, yes I realise that. I still think that having a tool that manages reinforcements automatically will smooth down things considerably. Well, for me at least!

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RE: Automatic reinforcements - 11/27/2014 7:33:15 PM   
Vic


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quote:

ORIGINAL: Twotribes

You understand that adding green just recruited troops to an experienced unit LOWERS experience on that unit, right?


Yes there is however an offset to this effect. Greener troops gain experience more easily.

Best wishes,
Vic

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Post #: 7
RE: Automatic reinforcements - 12/1/2014 7:18:55 PM   
Jeffrey H.


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quote:

ORIGINAL: ironduke1955

I am sure no such patch or MOD exists. Its all currently manual if you have a template for units armored/mechanized/motorized infantry or artillery, then it is a matter of adding the force type manually.
The old argument is if you add green troops the experience level drops, if you combine remnants then you retain the combat experience.
appropriate reinforcements would have to be available to have a one click option available.

Something to look forward to, though not on my must have list (no such list exists by the way, a GD1938 with x4 map size and a reasonable AI would be high on the list if I had one)


That might be Strategic Command 1 or possibly 3 if it ever gets off the ground.


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(in reply to ironduke1955)
Post #: 8
RE: Automatic reinforcements - 12/1/2014 7:42:55 PM   
ernieschwitz

 

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quote:

(no such list exists by the way, a GD1938 with x4 map size and a reasonable AI would be high on the list if I had one)


An AI playable GD 1938, would be a great thing. Find me a programmer, that will make it into a seperate game, and make an AI for it, and I´ll be all go! A greater map size is already something I´ve been wishing for a long time... Nice to know that its high on that list that doesn´t exist ;) :)

(in reply to Jeffrey H.)
Post #: 9
RE: Automatic reinforcements - 12/1/2014 8:58:28 PM   
cpdeyoung


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I would buy more RAM tomorrow if it could give Ernie a bigger map to work on.

The current map is wonderful, but look at ( http://www.matrixgames.com/forums/tm.asp?m=3750186 ) for a map done for WITP:AE. Imagine playing GD1938 on such a map.

Chuck

(in reply to ernieschwitz)
Post #: 10
RE: Automatic reinforcements - 12/2/2014 6:01:52 AM   
Kaldadarnes


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So I'm thinking the solution is quite simple...

Assuming that Vic is using some kind of "template" or "establishment strength" to determine how many units make up a formation, I think you need 2 HQs

You have one "depot" HQ to which green troops are sent formed into units and from whence they are marched to the sound of the guns. You would lose readiness when you transfer these green formations to your "frontline" HQs.

Your "frontline" HQ becomes your recycling HQ where as units are unsed up you "transfer all" back to the Frontline HQ and reconstitute veteran units as and when you have the manpower.

As long as you can determine which HQ the reinforcements come from you need never lose your troops' experience. The issue would not be with the auto reinforce but rather the depots where your vets and greens get all mixed up and from where you are drawing reinforcements.

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(in reply to ironduke1955)
Post #: 11
RE: Automatic reinforcements - 12/3/2014 6:24:00 AM   
Ormand


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quote:

ORIGINAL: cpdeyoung

I would buy more RAM tomorrow if it could give Ernie a bigger map to work on.

The current map is wonderful, but look at ( http://www.matrixgames.com/forums/tm.asp?m=3750186 ) for a map done for WITP:AE. Imagine playing GD1938 on such a map.

Chuck


I thought about making mountains similar to these with the interior graphics mode. One thing that I like about it is that it can give a nice sense mountainous ridges. The problem though was that it does not look as if it is possible to "blend" them with other seasons. You can make the different graphics for the seasons to be the same terrain type so that they match in general, but there will be a hard edge at the hex boundary. Thus, there will be a sharp boundary between, say, summer and fall or fall and winter. With the exterior mode, I solved this problem by using borders. This actually happens for the urban hexes in my maps, but the contrast is not so stark, so you don't really notice the sharp boundary between the seasons.

I think the biggest issue with large maps is not really memory, since you can always get more, but the time between turns. The GoT map I made is ~ 100x150 with 14 regimes, and after say 15 turns or so the turns were taking about five minutes. I could upgrade my CPU, which would help, but ...

(in reply to cpdeyoung)
Post #: 12
RE: Automatic reinforcements - 12/6/2014 1:47:21 PM   
lion_of_judah


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I for one am looking forward to automatic replacements as manually doing so is rather annoying at times.

(in reply to Ormand)
Post #: 13
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