xe5
Posts: 783
Joined: 5/3/2009 Status: offline
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1. The 25 different team types limit a battlegroup (BG) can have in the Forcepools.txt (FP) file is far less than the total number of available team types. So you cant mod a new BG, with all the different Axis or Allied teams, and use custom point totals to buy any team, as you could in CC2 & 3. However, the number of different team types a BG can 'accumulate' in a Save Game file, via merging with other BGs and absorbing static BGs, is much larger than 25. IIRC, the Save Game file team types limit is 64, but cant find my notes on that calculation. So conceivably, modified Save Game files could be used to- a) set custom point totals for each side, and to- b) buy units from each side's customized 64 team FP ... eg. a modified Save Game file with an Allied FP that included only US AB and Brit Armor teams vs an Axis FP with only SS and FJ infantry teams. In all cases these modified Save game files would only contain 1 placeholding team such as a command unit, in its 15 team active roster. 2. Again, individual deployment zones can be specified in a Save Game file by editing the map control matrix. Each Save Game file contains a 1600 byte matrix to allow up for up to 40x40 deployment tiles to be coded for control (0=Allied control; 1=Axis control; 2=Neutral control). Except for custom point totals, items 1 & 2 above could be accomplished using the old CC Req tool for CC4/5 to modify Save Game files. You can manually edit LSA Save Game files to have custom FPs, points and deployment areas (and various other unique customizations) but, even when you know which hexadecimal values to edit, this is a very tedious process without a helpful tool interface. Hopefully one of the few remaining CC toolmen will create a Save Game tool for LSA. 3. The Jagd Tiger, AVRE and Croc vehicles arent in LSA and would need to be re-created in a new mod. A much more accessible task that a number of modmen could accomplish as opposed to coding a new Save Game tool.
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