Ian R
Posts: 3420
Joined: 8/1/2000 From: Cammeraygal Country Status: offline
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To get what you want, open the scenario in the editor, and in the devices list you are given the AS and Arm numbers; then in the locations list you are given the device make up for the units. You should be able to input all that into a spreadsheet (I infer you are going to make a batch file to pull the data from the relevant columns on what is, in effect, a spreadsheet based data file presentation anyway) that spits out the answer for you. You won't be able to pull from a save file - except manually - because they are encrypted so as to be inaccessible. However, I'm not sure that information in isolation will tell you much that isn't already obvious - e.g. Japanese units have poor a/t capability, so attack them with tanks. The way the ground combat algorithms work has never been disclosed, but there are some hints in old threads containing vague (and occasionally not so vague) developer indications. Run this search in your browser (this is set to duckduckgo, but there is a stickied thread with other browser adaptions: site:matrixgames.com “War in the Pacific: Admiral's Edition” "ground combat"+Alfred I suggest you have a read of the old threads to get a 'feel' for what is happening, but importantly, this game was built from the foundation of a point to point game, and mobile combat in hexes is not its forte. It runs a sort of unit x unit, device line x device line shooting match, and at the end of day if brigades are fighting divisions, they tend to be gutted while the divisions suffer less disablements/losses. Combat engineers are particularly susceptible to outright loss in an assault, so much so they are almost a one shot weapon, despite having decent Asoft and Aarm values. There are techniques to take down forts without emptying your combat engineer pool, and I don't want to spoiler the experience of finding them for you, but suffice to say it is more of a rock paper scissors game than a comparison of firepower scores.
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"I am Alfred"
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