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FBD units - 11/13/2019 9:34:22 AM   
rob89

 

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Hi all,

I tried to create my own scenario, modifying that of the 1941 campaign.

My FBD units, which in the first turn have MP=16, in the following ones only MP=2! and practically become unusable. Supply and vehicles are OK, motor pool too.

What could be wrong?

thanks in advance
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RE: FBD units - 11/13/2019 11:13:23 AM   
Denniss

 

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FBD/NKPS are just administrative HQ that don't repair anything without a fairly large assignment of construction support units

(in reply to rob89)
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RE: FBD units - 11/13/2019 12:02:58 PM   
rob89

 

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Joined: 4/24/2013
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In my 1941 scenario, FBD units have a lot of construction support units, and start plenty of supply, fuel and vehicles.

But, after Turn 1, they pratically don't move (MP=2).

The problem in the MP (not repair capability); as I said, what could be wrong?

< Message edited by rob89 -- 11/13/2019 12:03:46 PM >

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RE: FBD units - 11/13/2019 1:13:43 PM   
Aufklaerungs

 

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Make sure you don't edit the TOE/OB. If you have edited the FBD support unit TOE, ensure that at least half the SUs are RAD Labor Groups & Detachments. The Labor units supply most of the Railroad Repair value used to generate MPs.

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RE: FBD units - 11/13/2019 2:11:06 PM   
Telemecus


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It came in one of the patches and I think Morvael mentioned he was the one to make the change. Before then you could remove construction units from the FBDs and it made almost no difference. So they patched it that lack of construction support units assigned to the FBD would also reduce movement points.

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RE: FBD units - 11/13/2019 2:25:03 PM   
rob89

 

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quote:

ORIGINAL: Aufklaerungs

Make sure you don't edit the TOE/OB. If you have edited the FBD support unit TOE, ensure that at least half the SUs are RAD Labor Groups & Detachments. The Labor units supply most of the Railroad Repair value used to generate MPs.


quote:

ORIGINAL: Telemecus

It came in one of the patches and I think Morvael mentioned he was the one to make the change. Before then you could remove construction units from the FBDs and it made almost no difference. So they patched it that lack of construction support units assigned to the FBD would also reduce movement points.


thank you!

<<Make sure you don't edit the TOE/OB>>

I wonder what an editor is for if in the end the system is so tied to hard-coded (hidden) parameters.

(in reply to Aufklaerungs)
Post #: 6
RE: FBD units - 11/13/2019 11:30:28 PM   
Aufklaerungs

 

Posts: 243
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quote:

<<Make sure you don't edit the TOE/OB>>


Not exactly what I should have said. Should have said, if you want to edit the FBD ( or its Soviet and Romanian counterparts), be very careful. If you need more help with the editor, send me a pm.

< Message edited by Aufklaerungs -- 11/13/2019 11:36:24 PM >


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RE: FBD units - 11/14/2019 8:26:32 AM   
rob89

 

Posts: 327
Joined: 4/24/2013
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quote:

ORIGINAL: Aufklaerungs

quote:

<<Make sure you don't edit the TOE/OB>>


Not exactly what I should have said. Should have said, if you want to edit the FBD ( or its Soviet and Romanian counterparts), be very careful. If you need more help with the editor, send me a pm.


Solved. Thanks

All the problems were linked to my use of correct german nomenclature, but, despite all (unit type, HQ type, etc.) were right, the system works only using the english 'R.A.D. Labour Group'

(in reply to Aufklaerungs)
Post #: 8
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