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Unit Editing - 1/7/2016 3:53:17 PM   
lionel1957


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Can individual unit strength, movement, firepower, etc. be edited within the scenario editor? If so, how? I can't seem to manage that.
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RE: Unit Editing - 1/7/2016 4:52:24 PM   
RedLancer


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Have you read the Editor Manual? I'm not trying to be flippant but if you have and still don't understand then the answers will be very different.

In brief Unit Strength can be changed very easily. Firepower is a product of the unit composition and is only changed by changing the elements and numbers. Movement points can be changed for T1 but then hard coding takes over and MPs depend upon the type of unit and the supply situation.

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RE: Unit Editing - 1/7/2016 6:14:36 PM   
lionel1957


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John,

Thank you for the response. Yes, I have reviewed the editor manual and cannot find my answer. Rather than waste your time, can you send me the page number that explains how to make these changes? I am obviously overlooking the answer that must be right in front of me. I have successfully use many other editors without a problem. This one is a bit daunting to me for some reason.

Ted

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RE: Unit Editing - 1/7/2016 6:26:30 PM   
RedLancer


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Try these:

Page 33 - Rebuild Unit sets the size based on the TOE chosen.
Page 34 - Set MP/SMP for first turn movement points.

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RE: Unit Editing - 1/7/2016 8:34:34 PM   
lionel1957


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John,

Thank you for the help. When I reviewed pages 33-34, it sent me to Appendix C and D which answered my questions. Thanks again!

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RE: Unit Editing - 3/11/2016 7:32:39 AM   
Ripppe

 

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Hi there.

This topic seems convenient place to ask my nitty picky questions regarding unit editing. There are three things I've been wondering without a luck of finding the answer. They all concern creating a new ground element.

1) What is the relation between the total number of devices (speaking of infantry ground element) and the element's size? Does the numbers have to match? If they have to match, is there a penalty or some other factor that kicks in?
2) Does the game expect that one man uses one device or is this abstracted in such a degree that it is irrelevant? Can I give my twelve man squad twelve Garands and two bazookas and the game is content with this?
3) What is the relation of ammunition and the device number? So what basically means if I give 3 grenades (=device quantity 3) and ammunition 30? Is the ammunition dispersed between the devices or is it individual?

Thanks for the replies! These are probably not the everyday questions that get asked.

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RE: Unit Editing - 3/11/2016 8:30:44 AM   
RedLancer


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These are serious in depth questions.

This is my understanding so it has a big caveat.

1) I don't think they have to match.
2) Imagine the element as a single entity - in your example more weapons would fire but if destroyed the element would lose the same number of people.
3) I believe that the ammo value sets the consumption rate - it uses this figure to calculate how much ammo is used/needed - not what it has.

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RE: Unit Editing - 3/11/2016 8:51:03 AM   
Ripppe

 

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Aaah, interesting answers Red Lancer! Thanks for the quick reply.

I would definitely buy those explanations as they seem logical to me. Especially the one regarding the ammunition was something I hadn't thought of (probably because it would seem more convenient to have this information attached to the device).

To give some context for my questions, I was trying to figure out would it be plausible to make a 12 man squad where each has a rifle and two of them also carry a bazooka. Based on the answers I believe that this would technically be possible, but two of the guys would be firing a rifle and bazooka simultaneously...

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RE: Unit Editing - 3/11/2016 9:37:02 AM   
RedLancer


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...not quite simultaneously as the game models devices firing sequentially. For battles in a game with weekly turns having two weapon systems is not unreasonable.

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Post #: 9
RE: Unit Editing - 3/11/2016 9:58:30 AM   
Ripppe

 

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Okey, in that light that gives a justification to do want I intended in the first place.

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RE: Unit Editing - 4/4/2016 12:00:41 PM   
Ripppe

 

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Hmm, are there any ideas what I might possibly doing wrong as my new multi-role doesn't make the special 'commando landing' although attached to a naval HQ as a support unit? I have tried to compare my unit to a ranger unit which successfully conducts the special landing action and I don't seem to find any notable difference that might explain what is happening.

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Post #: 11
RE: Unit Editing - 4/4/2016 12:10:28 PM   
RedLancer


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Is it using the same TOE? I'd need to see a screen shot of the unit data and the TOE (if new) for starters. It might be that the commando landing code is hard coded to the OB suffix (i.e. name).

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RE: Unit Editing - 4/4/2016 12:15:25 PM   
Ripppe

 

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I was also suspecting some kind of hard coded behavior but could it be linked to the name..? Well that's quite easily tested. If that doesn't help, I'll post the pictures. The two units are using different TOEs.

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Post #: 13
RE: Unit Editing - 4/4/2016 12:32:54 PM   
Ripppe

 

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Well I'll be damned... Red Lancer, you must either be a psychic or otherwise very, very deep inside the mind of WitW. :) Your guess about the name being the problem solver seems to be correct.

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Post #: 14
RE: Unit Editing - 4/4/2016 6:20:56 PM   
RedLancer


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Lucky guess .

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