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Question about HQ Type - 5/30/2013 1:03:28 PM   
GaryChildress

 

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In the editor manual it says you can put HQs in the regular LCU slots. It also says HQ Type applies to HQs in slots 2-216. I'm wondering, does HQ type also extend to any HQs I put in the regular LCU slots? So for instance let's say I put General Defence Army in slot # 3007 instead of #2. Can I put 109 in HQ type for it and it will work the same as if it were in slot #2?

Thanks.

EDIT: Also what does HQ Type 75 mean? It doesn't show it as one of the possibilties in the editor manual.

< Message edited by Gary Childress -- 5/30/2013 1:22:17 PM >


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RE: Question about HQ Type - 5/30/2013 9:12:49 PM   
inqistor


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I have read somewhere, that you should not touch HQ slots, because it can break something.

I do not know answer to your question, but I would be extra careful moving any HQ, which have emergency reinforcements tied to it.

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RE: Question about HQ Type - 5/31/2013 3:23:09 AM   
GaryChildress

 

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Good points! I didn't think of that.

Anyone know the answers to the questions above? Really I don't plan on "moving" HQs, I just want to put all the initial ones in 9999 delay status and do a whole new series of HQs in the LCU area. I hope that won't break the game.

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RE: Question about HQ Type - 5/31/2013 12:27:14 PM   
tanjman


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This is what I have on HQ types.

There are 5 types of HQ types and their numeric values are:
10x Command HQ (range of editor value: 101-109)
7x Army HQ (range of editor value: 71- 79)
0x Corps HQ (range of editor value: 01- 09)
5x Air HQ (range of editor value: 51- 59)
2x Naval HQ (range of editor value: 21- 29)
3x Amphibious HQ (range of editor value: 31- 39)


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RE: Question about HQ Type - 5/31/2013 1:37:56 PM   
Kereguelen


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quote:

ORIGINAL: inqistor

I have read somewhere, that you should not touch HQ slots, because it can break something.



This was the case in WITP but has changed in the AE (many HQ's are already outside of the original HQ slot range in the AE).

Edit: I would still be careful with moving Command HQ's around (slot-wise).

< Message edited by Kereguelen -- 5/31/2013 2:01:36 PM >

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RE: Question about HQ Type - 5/31/2013 2:05:52 PM   
GaryChildress

 

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Many thanks for the answers to my query!

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RE: Question about HQ Type - 5/31/2013 11:29:13 PM   
Symon


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I just answered a similar question, sidebar, for BigB. You need to understand some things.

Slots 1-98 are restricted/reserved for Japanese HQs. You can add more later, but 1-98 is only J-HQs
Slots 99-215 arerestricted/reserved for Allied HQs. You can add more later, but 99-215 is only A-HQs

HQs can be put anywhere in the J/A slot locations. We do it all the time. All the rule means is that the units in 1-98 and 99-215 must be HQ units. Simple.

You can slice and dice the HQ units in those fields unmercifully. We do it all the time with no issues. BUT .. the code looks at certain HQ slot numbers for certain checks it does, so it's a very bad idea to dork with command HQs in blue colored slots. If you know what you are doing, some of these slots can be deleted, but not refilled. We do that and it works. All the white ones can be redone with whatever you want. We do that and it works.

Our stuff is short time/map scenarios. A GC scenario will fall into serious traps when you least expect it. The hardest part is that the game requires an aeixxx.dat file to load. That is the default AI file. And what does your default AI file say to do? And where does it say to go for HQs and units? And what do you think will happen the first time someone decides to run an auto-turn? If the game don't lock-up, it will go into the serious sucking sound of a flushing toilet. You don't have an open aei file, you will have issues. Believe me, I know.

So, there ya be. You CAN do what ya want, but ya shouldn't (in certain circumstances). But you still should always be aware of the rule of unintended consequences. This ain't rocket science, but it ain't 5th grade math, either.

Ciao. J

If you are seriously considering a mod, it is incumbent on you

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RE: Question about HQ Type - 6/1/2013 12:07:57 AM   
GaryChildress

 

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quote:

ORIGINAL: Symon

I just answered a similar question, sidebar, for BigB. You need to understand some things.

Slots 1-98 are restricted/reserved for Japanese HQs. You can add more later, but 1-98 is only J-HQs
Slots 99-215 arerestricted/reserved for Allied HQs. You can add more later, but 99-215 is only A-HQs

HQs can be put anywhere in the J/A slot locations. We do it all the time. All the rule means is that the units in 1-98 and 99-215 must be HQ units. Simple.

You can slice and dice the HQ units in those fields unmercifully. We do it all the time with no issues. BUT .. the code looks at certain HQ slot numbers for certain checks it does, so it's a very bad idea to dork with command HQs in blue colored slots. If you know what you are doing, some of these slots can be deleted, but not refilled. We do that and it works. All the white ones can be redone with whatever you want. We do that and it works.

Our stuff is short time/map scenarios. A GC scenario will fall into serious traps when you least expect it. The hardest part is that the game requires an aeixxx.dat file to load. That is the default AI file. And what does your default AI file say to do? And where does it say to go for HQs and units? And what do you think will happen the first time someone decides to run an auto-turn? If the game don't lock-up, it will go into the serious sucking sound of a flushing toilet. You don't have an open aei file, you will have issues. Believe me, I know.

So, there ya be. You CAN do what ya want, but ya shouldn't (in certain circumstances). But you still should always be aware of the rule of unintended consequences. This ain't rocket science, but it ain't 5th grade math, either.

Ciao. J

If you are seriously considering a mod, it is incumbent on you


Thanks for the info JWE. I got rid of all the AI instructions in the mod I'm working on. When I click the AI Data Button in the editor this is what it looks like:

I've run a couple first turns before with a completely blank database and it didn't crash the game so I'm hoping everything is OK so far...





Attachment (1)

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RE: Question about HQ Type - 6/2/2013 1:58:03 AM   
GaryChildress

 

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Well you're right JWE about the weirdness of HQs thing. I put all the HQs in the first 200+ slots at 9999 arrival dates and created a whole new batch of HQs in the Allied and Japanese regular LCU slots, I assigned all my Japanese bases to the new Japanese HQs and all the Allied bases to the new Allied HQs and when I got finished I ran WITP and noticed on the strategic map that EVERY base was now Japanese, even the Allied bases which had been assigned allied HQs. So that idea had to be flushed....

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RE: Question about HQ Type - 6/2/2013 6:49:07 PM   
Symon


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From: De Eye-lands, Mon
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The rules are there for a reason, Gary. But like all rules, they can be bent. This is a screen shot of the HQ section of the Babes short-map DEI scenario. Obviously, there's empty spaces, but every single base or first level subordinate unit, in the scenario, reports to one of the HQs in the 1-215 field. Clearly you can rename and redefine the units.


The Japanese often gave three names to their fleets, and the stock scens often include all three as separate naval HQs. So we made Southern Fleet into the 1st Southern Expeditionary Fleet (which it was), and dialed in the 2nd and 3rd. They were area/tactical HQs and reported to IJNGHQ, not Combined Fleet. They are 'top level' (report to themselves) naval HQs, but not Command HQs. Exactly the same thing is true of 4th Fleet.

All of these guys have multiple BFs reporting to them (BFs are HQs in Babes) and the BFs have multiple LCUs reporting to them. The BFHQ units are in the 3000+ slot range. There have been no issues with this paradigm for over 3 years in the stock AE executable, but there's no telling what someone will talk Michael into in the future.

So you can dink with things in the blue, but don't ever move them. You can dink with things in the white area, but depending on it's ownership of stuff and subordination, don't move it. Everything depends on map/base/unit allocations and ALL of those base/HQ code dependencies.

You can do a lot of things, as we have obviously done, but it must be done judiciously, with an understanding of the implications. I suggest you play the game for a few months and get a feel as to how things function in practice. Only then can you make departures with an understanding of why/how it works or doesn't work. The editor is a wonderful thing. It allows you to do whatever you darn well please. But the data that the editor collects, is designed to function within the executable code of WiTPAE. So strange stuff may well be editor friendly, but make the code vomit, as you have discovered.

Keep trying. Ciao. J


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< Message edited by Symon -- 6/2/2013 6:50:30 PM >


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