Comrade_Blabsky -> RE: Armor and heavy support (2/24/2007 3:58:01 AM)
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Even-even means that the AI gets the 1/7 additional points. You won't get rid of the tanks. On the point-allocation issue, there was never any real consensus that the game was wrong, just that the explanation might be backwards, or that the reasoning behind whatever formula was working regardless. Big rule is that the map-entry points really affect the expected force strength through operations, and that in a campaign there is some cumulative effect as well. So the bottom line is that trial and error will give you a general idea of points being allocated in scenario and campaign design, but there are way too many variables to accurately predict points given to AI. So.... Instead of taking out all the tanks like Knu did, lets design a "light" version of WF. We can turn it into a Mod Swap plugin to be used with WF installed. Only files to change would be GETeams and RUTeams: all of the graphics, weapons, efx etc will be the same. Some armor is wanted. Mk IV's were prevalent, so set that to 3 or 4. Same with Shermans. Set most of the support the same; the real heavy stuff to 1 or 0. Later in rarity, allow Tigers at 2 or 3, and cut the MkIV to 2. The difficulty setting (recruit-vet-hero) is in play here. Obviously, 0 rarity will not be seen when "Historical Rarity" is checked in the Scenario. Recruit setting will get 1's for you. Hero setting will get 1's for the AI. But remember: if there are 10 different armor teams that have 1 in the same rarity period, the AI could choose 10 different armor teams along with a mortar and 3 infantry teams. It's how the game works. So keep choices limited to what you want to see appear in the AI's battlegroup. In a Scenario, there is only 1 rarity period. So if for that rarity period, all armor was 0 except for MkIV at 2 and SS StuG's at 3, you would see only a few of them for all days of the scenario. In a campaign more than one rarity period can be used. If you change availability from period to period, the AI will choose different new teams as the campaign progresses. However (and this is cool), if some crewmembers survive they should be able to refit---even if rarity is 0. A full mod like Zonbie's WF is chock full of wonderful units (and, WF is most assuredly an armor-lover's dream). Most mods will cram as many different teams as will fit. And this is a good thing! In the Cross of Iron, we have the great Mod Swap to use sub-mods that can be tailored to whatever forces you want to see throughout a campaign. Campaigns are fun to make. Modding is fun. These are good things too. Now, discuss among yourselves. I'll help however I can.
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