tanjman
Posts: 717
Joined: 1/26/2002 From: Griffin, GA Status: offline
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canuck64, I think your answer may be on apge 32 of the Ediotr Manual. HQ Type This is only meaningful for HQ units (those units in slots less than 216). This HQ type number determines what kind of HQ it is and how many hexes away from the HQ it can impact operations. There are 5 types of HQ types and their numeric values are: Command (100), Corps (0), Air (50), Naval (20) and Amphibious (30). The type number that should be entered into the HQ Type field is equal to the HQs value in parenthesis listed above plus the radius in hexes that the unit can impact (this number should be a number between 1 and 9). So if you are creating an Air HQ and you want it to have a radius of 6, you should enter 56 (50+6) in the HQ Type field. Command and Corps HQ’s impact ground combat (on defense the nearest of either type will apply, on attack, both the nearest command and corps HQ can help out). Air HQs impact air group operations. Naval HQs impact ship repair (only if in the same hex with the repairing ship) and TF loading speed. Amphibious HQs impact casualties taken by forces making amphibious invasions (only if in the hex of the invasion). With the original Southeast Fleet be HQ Type 25 ie a naval HQ with a radius of 5, in order to change it to a Command HQ the HQ type would need to be changed to 10X with X being the radius. Hope I've been of some help. quote:
ORIGINAL: canuck64 Hey Mike, I'm uncertain whether you're still reading the posts or not-so the question, submitted at large to the group and to Mike specifically- I find the HQ/assignation thing kind of odd. It for one doesn't begin to resemble historic HQ relevance, and makes a hierarchy all but useless. So, using the database editor, I can see codes relevant for the AREA COMMAND HQ's differ from the others (109). So, I logically altered for a few more (combined fleet, SE Fleet and N China Army, etc). Problem isn't using the editor, and I see that the range of those altered HQ's changes to 9-but nonetheless, the total number of Command HQ's doesn't change nor alter. Are these hard-coded? I tried to monkey with the scenario editor. That seemed reasonable, but-none of this would play out well with the AI, I can tell you. So I would be working solely on a PBEM scenario-and so the 'modules' from the scenario editor are all but useless for my purposes. Is there a way to alter the number of assignable Command HQ's from the editor? HELIP! Thanks
< Message edited by tanjman -- 9/1/2004 9:34:02 PM >
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