RockinHarry
Posts: 2963
Joined: 1/18/2001 From: Germany Status: offline
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Adding "suppression" to units in Freds WaWEditor actually is the quickest way. Load scenario, open "Position/Property" Editor in "Tools" menu, set "suppression" as property (default already), enter "Min/Max" range for property (same value for "Min/Max" sets property to same value for all units selected) and select units to be affected by clicking in the "unit" column. A red bar and an asterisk indicate a selected unit. You can also select multiple units at a time by drawing a window around the units (yellow dots) in the upper left hand map window. Then press "select" button. If all settings and selections are made then finally apply the edits by pressing the "Set" button. Leave "position/property" window, save scenario, done. As Puukkoo already mentioned the suppression will last for the first few turns only, until all supressed units are rallied back to unsupressed normally (..not considering any additional suppressing effects that might apply in the meantime!). Some useful info about "suppression": "In SP games your status (normal, pinned, retreating, routed) was directly linked to how your suppression compared to your morale. A "suppression multiple" between morale/3 and morale/5 (morale/4 by default) was the "increment" that meant an automatic change in status. IF you had morale 80 that means you became pinned at 20 suppression, retreated at 40 and routed at 60. If you had morale 60, it was 15, 30 and 45." Some other trick for scenario design: Use vehicles and its crews seperately to simulate a unit in rest, maintenance halt ect. This is set up by using a saved game similar to what Wild Bill mentioned further above. Start your scenario as usual, but set it up as two player (hotseat) in order to play and have access to both sides. Select the vehicles (or any other crewed unit) that should have their crews bailed and hit the "9" key for bailing each crew/unit. Once done for all units, save the game, rename and put it into scenario menu (savexxx.dat to scenxxx.dat) and reload the now "converted" save game back into the scenario editor and apply any additional changes, like moving crews out of the abandoned state vehicle hex. Now you could as well apply "supression" to the crews with any of the above mentioned methods if you need. Reaction Turns work for crews just like for any other units. This means that crews will start to move toward their vehicles quite automatically at the set reaction time. With this method you could also simulate crews manning their guns (AT gun, AA, artillery) at a given game turn. This is very useful if you want to activate the AI (onboard) artillery at a given game turn. There´s yet much more use of bailed crews for scenario design....
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