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Respawn - 8/7/2010 1:34:03 PM   
Drambuie

 

Posts: 80
Joined: 8/18/2004
Status: offline
Hi ,

Seems all I ever do is ask questions on here

Was wondering what the respawn option actually does and can it be set for one side or the other in a scenario?

Also can the game start objectives/planning for ground units be edited? Can't seem to find out how if it can be.

Thanks again!

Post #: 1
RE: Respawn - 8/7/2010 3:03:52 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Drambuie

Hi ,

Seems all I ever do is ask questions on here

Was wondering what the respawn option actually does and can it be set for one side or the other in a scenario?

Also can the game start objectives/planning for ground units be edited? Can't seem to find out how if it can be.

Thanks again!





1. Respawn - When the "Use Respawn" option is selected, the following types of ships will be automatically replaced when sunk:

US CV will be replaced by an Essex-class CV.
US CA will be replaced by either a Baltimore-class CA or a Cleveland-class CL. Class is determined randomly.
Australian CA will be replaced by either a Baltimore-class CA or a Cleveland-class CL. Class is determined randomly.
Japanese SSX will be replaced by a similar SSX.

Ships sunk after 1944 will not be replaced.
Replacement ships are in addition to all ships on the scheduled reinforcement list.
Replacement ships will have a delay of at lest 450 days; in my experience, CVs have a delay of about 18 months, CAs about 2 years. (None of my CAs have respawned as CLs)
Replacement ships will have the same name as the sunken ship they are replacing.
With "Use Respawn" OFF, the Allied player is able to re-name several types of ships while the ships are in the reinforement list (ie -Lexington II); with "Use Respawn" ON, the Allied player cannot re-name any ships.
"Use Respawn" applies to both sides; you can't have it ON for Allies and OFF for Japan or vice versa.


2. LCU objectives/planning - to change a LCU's starting target, use the box labeled "Unit Target" (simply enter the 3 or 4 digit code for the desired target); to change a LCU's starting planning percent, use the box labeled "Readiness" (use a number between 0-100).


Hope this helps.

(in reply to Drambuie)
Post #: 2
RE: Respawn - 8/7/2010 3:12:57 PM   
Drambuie

 

Posts: 80
Joined: 8/18/2004
Status: offline
Just a bit

Many thanks for the info.

(in reply to ckammp)
Post #: 3
RE: Respawn - 8/7/2010 3:56:16 PM   
topeverest


Posts: 3376
Joined: 10/17/2007
From: Houston, TX - USA
Status: offline
Keep in mind the game already has the full compliment of CV's and CA's in the game that existed historically. If you turn this feature on, you are creating the possibility the allies will gain more assets.

_____________________________

Andy M

(in reply to Drambuie)
Post #: 4
RE: Respawn - 8/7/2010 6:28:18 PM   
Drambuie

 

Posts: 80
Joined: 8/18/2004
Status: offline
Thanks - To be honest as I'm looking to tweak a game to give the AI more stuff the respawn probably wouldn't come into it much - doubt the game would last long enough for it to take effect!

(in reply to topeverest)
Post #: 5
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