RE: Ant Units (Full Version)

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Fungwu -> RE: Ant Units (11/5/2007 6:36:33 PM)

Right now when you select a unit and right click on an enemy unit the game makes some sort of calculation to determine if the enemy retreats.

It must look something like unitA= strength 100 unitB= stength 1, if UnitA/UnitB > 50 Unit B retreats

Right now a penalty falls on the defender if the relative strength of the attacked exceeds a certain ratio, what if you used the same calculation, but switched it so a penalty falls on the attacker if he only has a certain fraction of the defenders strength?




golden delicious -> RE: Ant Units (11/5/2007 6:45:38 PM)


quote:

ORIGINAL: vahauser

I was recently playing Operation Bagration, and I was troubled by companies (yes, companies) gaining control of 20km hexes, exerting zones of control into adjacent 20km hexes, cutting supply lines, blocking retreats, etc.


At this extreme, that really is a design problem. Battalions at that scale should be made indivisible, and independent companies can generally be rolled up into larger units.




vahauser -> RE: Ant Units (11/5/2007 7:12:38 PM)

Curtis,

Okay.  Instead of 1 parameter (that of game-scale alone), have 2 parameters: 
Parameter1 = game-scale comparison
Parameter2 = relative unit/battle-size comparison

Indeed, both parameters are needed (Parameter2 for combat purposes and Parameter1 for everything else). 




vahauser -> RE: Ant Units (11/5/2007 7:27:10 PM)

golden delicious,

Granted that the Ants in the Operation Bagration scenario are an extreme case.  But the Operation Bagration scenario is part of the standard TOAW III scenario package.  And as others have pointed out in this thread, Ants are causing problems in pretty much every TOAW III scenario, hence this thread.

My biggest desire at this point is for Ants to be somehow dealt with by the game engine in all their aspects, and not just the combat aspects.  Curtis says that the non-combat issues of Ants have already been addressed in his wishlist.  I'm not sure of that.  I'm going to re-read the wishlist.

In any event, Curtis wants to focus on Ant combat issues in this thread, so I won't belabor the non-combat issues regarding Ants any more in this thread, but to me those non-combat issues are equally, if not more, important than the combat issues.  Enough said about that for now.





Veers -> RE: Ant Units (11/5/2007 10:24:59 PM)


quote:

ORIGINAL: vahauser

golden delicious,

Granted that the Ants in the Operation Bagration scenario are an extreme case.  But the Operation Bagration scenario is part of the standard TOAW III scenario package.  And as others have pointed out in this thread, Ants are causing problems in pretty much every TOAW III scenario, hence this thread.

My biggest desire at this point is for Ants to be somehow dealt with by the game engine in all their aspects, and not just the combat aspects.  Curtis says that the non-combat issues of Ants have already been addressed in his wishlist.  I'm not sure of that.  I'm going to re-read the wishlist.

In any event, Curtis wants to focus on Ant combat issues in this thread, so I won't belabor the non-combat issues regarding Ants any more in this thread, but to me those non-combat issues are equally, if not more, important than the combat issues.  Enough said about that for now.



Just start a different thread regarding the problems outside of combat. After you've re-read the relevant parts of the wishlist.




a white rabbit -> RE: Ant Units (11/6/2007 3:18:29 PM)

..and the earlier thread on the damn things..




vahauser -> RE: Ant Units (11/6/2007 4:44:58 PM)

a white rabbit,

Can you link me to that other Ant thread please?

--V




a white rabbit -> RE: Ant Units (11/7/2007 6:24:24 AM)

..i wish i could, but me and the search don't get on..

..it boiled down to those who think that ants are a designer problem, pure and simple, and those who reckon toaw should some how punish the ant-units and those who use them should be branded on the forehead with an H and have their noses slit (first offence)..




a white rabbit -> RE: Ant Units (11/7/2007 6:37:31 AM)

..ant-units are a valid tool. Without them how do you do a realistic Brits vs Italians 1939/40 (bits of recon units running amock behind Italian units); France 40. Germans vs French +  a satisfactory differentiation between 1st class and 2nd class French infantry; Russia 41, Germans vs Russians; Russia 43, Russians vs Rumanians; Malaya 41/2, Japanese vs Empire ; Finland 39, Finns vs Russians to name but a few wars..

..if you must fiddle then it should be an optional extra to remove any attack bonuses, not something hard-wired into the engine..




vahauser -> RE: Ant Units (11/7/2007 10:27:28 AM)

a white rabbit,

I think that John Stuart Mill's Utilitarianism is correct in this case:  The needs of the many outweigh the needs of the few.  By this I mean that the negative abuses in which Ants are employed far outweigh any "positive benefits" that Ants might possess.

Further, I stipulate that the body of evidence against Ants is overwhelmingly strong.  Many games suffer from problems with Ants, not just TOAW, and the complaints against them are voiced in unison.  If ever there were a consensus among the global gaming community, across the spectrum of "operational wargames" in existence today (both boardgames and computer games), it is that Ants are a problem and not a solution.

Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether.  Ants are, and always have been, a product and side effect of the game scale.  For example, if I want to design a "Lawrence of Arabia" (or an OSS in Indochina) scenario, then it is my responsibility as the scenario designer to choose the scale of the scenario correctly.

Further, you claim that Ants should be an option.  The reality is that Ants are NOT an option, at least not in TOAW III.  They are a byproduct of the game engine itself.  Players and designers are stuck with them whether they want them or not.  And the overwhelming consensus is that they do not want them.

And since we in the TOAW III community are stuck with Ants whether we want them or not, then the consensus of that community is that Ants be proscribed to the maximum extent allowed by the TOAW III game engine.  This means that you will still get your Ants, it is impossible to prevent them in TOAW III, but the fervent wishes of the many are that the pernicious effects of Ants, and Ants themselves, be eliminated wherever possible.

--V
 




a white rabbit -> RE: Ant Units (11/7/2007 4:13:39 PM)


quote:

ORIGINAL: vahauser

a white rabbit,

I think that John Stuart Mill's Utilitarianism is correct in this case:  The needs of the many outweigh the needs of the few.  By this I mean that the negative abuses in which Ants are employed far outweigh any "positive benefits" that Ants might possess.

Further, I stipulate that the body of evidence against Ants is overwhelmingly strong.  Many games suffer from problems with Ants, not just TOAW, and the complaints against them are voiced in unison.  If ever there were a consensus among the global gaming community, across the spectrum of "operational wargames" in existence today (both boardgames and computer games), it is that Ants are a problem and not a solution.

Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether.  Ants are, and always have been, a product and side effect of the game scale.  For example, if I want to design a "Lawrence of Arabia" (or an OSS in Indochina) scenario, then it is my responsibility as the scenario designer to choose the scale of the scenario correctly.

Further, you claim that Ants should be an option.  The reality is that Ants are NOT an option, at least not in TOAW III.  They are a byproduct of the game engine itself.  Players and designers are stuck with them whether they want them or not.  And the overwhelming consensus is that they do not want them.

And since we in the TOAW III community are stuck with Ants whether we want them or not, then the consensus of that community is that Ants be proscribed to the maximum extent allowed by the TOAW III game engine.  This means that you will still get your Ants, it is impossible to prevent them in TOAW III, but the fervent wishes of the many are that the pernicious effects of Ants, and Ants themselves, be eliminated wherever possible.

--V
 



..they're only a product of toaw in as much as designers allow them to be, you don't want most Russian forces in 41 to go ant then start the game one organisational level up, div not regt/ corps not div. If you must put in each regt by name then divide the div in the editor, change the unit names to the correct one (that's the bit i forgot before[sm=00000028.gif] and bingo, no ants. Don't add all the fancy bits that died quickly, don't add the Telephone Santizer units..

..in short, create/design forces that fight as they fought historically, don't be sloppy or show-off..

..as for Stuart Mill, the objective surely is to produce better, tighter, more historically accurate scenarios, not pander to the mass..

..which just leaves my example scenarios where i consider ants are needed, you state
quote:

Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether.
Pick one and show me how..

..or better still..

..let's take a simple example, the Japanese vs Empire in Malaya 41, just how would you simulate the ability of the Japanese to subdivide into at least companies to bypass and attack the Empire units, larger btn size but clumsy, in the rear, thus causing the panic that had such a deliterious effect on so many Empire blocking positions ? ..




Curtis Lemay -> RE: Ant Units (11/7/2007 5:41:30 PM)

quote:

ORIGINAL: a white rabbit

..ant-units are a valid tool. Without them how do you do a realistic Brits vs Italians 1939/40 (bits of recon units running amock behind Italian units); France 40. Germans vs French +  a satisfactory differentiation between 1st class and 2nd class French infantry; Russia 41, Germans vs Russians; Russia 43, Russians vs Rumanians; Malaya 41/2, Japanese vs Empire ; Finland 39, Finns vs Russians to name but a few wars..

..if you must fiddle then it should be an optional extra to remove any attack bonuses, not something hard-wired into the engine..


First, any solution would be an advanced rule option.

Second, the reason the Italians got rolled in 1940 was not because the Brits were sucking all the supply out of the Italian stacks with those recon units.

And, as I've posted here already, ant units are unavoidable, even if every unit in the scenario is exactly the same size.




Adam Rinkleff -> RE: The Ant Unit Problem (11/8/2007 8:32:39 AM)

quote:

artillery bombarding alone is significantly less effective than bombarding in support of a ground attacker. The factor has been estimated to be about 4 to 1.
Im not sure that there is a solution short of substantially rewriting the equations which govern combat; toaw is a great idea, but the way it is now, it only fools people who haven't figured out what's going on, and the rest of us are stuck listening to people tell us how the 'fog of war' is complicated. I agree with you that it needs to be changed, I just see no intention on behalf of the designers to admit that there is a serious problem to address, and all they do is assure us how wonderful the thing is. The only thing I can think is that the code most be so uncommented, overly-complicated, and just plain messy, that they are afraid changing anything substantially will cause the whole thing to come undone.

The idea that this is a 'scenario design' problem is frankly inane; don't blame the scenario designers, it isn't their fault that toaw doesn't have the functionality one might expect. Those of us criticizing TOAW the most are the ones who could really do something with it if only it worked right.

quote:

Second, defenders attacked by ground units lose 10% supply per attack round whereas defenders bombarded alone lose no supply
I know! What's up with that, jeez, if I drop artillery on someone all day its probably going to hit an ammo dump eventually. Meanwhile, just because an artillery unit isn't killing people, doesn't mean it isn't keeping everyone awake all night; therefore, it needs to hit readiness too.




a white rabbit -> RE: The Ant Unit Problem (11/8/2007 10:32:04 AM)

..shell weight, set in the bioed is the factor that affects target supply, and as a consequence readiness. What the exact formula is i've no idea, but very high numbers , in the middle and up hundreds, have major reduction effects on supply, the smaller shells have a miniscule or not observable effect..




a white rabbit -> RE: Ant Units (11/8/2007 10:55:22 AM)


quote:

ORIGINAL: Curtis Lemay

quote:

ORIGINAL: a white rabbit

..ant-units are a valid tool. Without them how do you do a realistic Brits vs Italians 1939/40 (bits of recon units running amock behind Italian units); France 40. Germans vs French +  a satisfactory differentiation between 1st class and 2nd class French infantry; Russia 41, Germans vs Russians; Russia 43, Russians vs Rumanians; Malaya 41/2, Japanese vs Empire ; Finland 39, Finns vs Russians to name but a few wars..

..if you must fiddle then it should be an optional extra to remove any attack bonuses, not something hard-wired into the engine..


First, any solution would be an advanced rule option.

Second, the reason the Italians got rolled in 1940 was not because the Brits were sucking all the supply out of the Italian stacks with those recon units.

And, as I've posted here already, ant units are unavoidable, even if every unit in the scenario is exactly the same size.


..and i've shown three ways how not to get ant-units. I've never seen an already divided unit divide further, have you ? nor have i seen a unit that isn't in the OOB participate in some sort of so-called "gamey' action..

..the specific use of small units, whether a sub-division or not, linked with artillery-only attacks interestingly doesn't happen Bob's Guadacanal, well, not if you want to have a valid attack as well, which is another design solution that i don't fully understand..




Curtis Lemay -> RE: The Ant Unit Problem (11/8/2007 5:49:26 PM)

quote:

ORIGINAL: AdamRinkleff
Im not sure that there is a solution short of substantially rewriting the equations which govern combat; toaw is a great idea, but the way it is now, it only fools people who haven't figured out what's going on, and the rest of us are stuck listening to people tell us how the 'fog of war' is complicated. I agree with you that it needs to be changed, I just see no intention on behalf of the designers to admit that there is a serious problem to address, and all they do is assure us how wonderful the thing is. The only thing I can think is that the code most be so uncommented, overly-complicated, and just plain messy, that they are afraid changing anything substantially will cause the whole thing to come undone.

The idea that this is a 'scenario design' problem is frankly inane; don't blame the scenario designers, it isn't their fault that toaw doesn't have the functionality one might expect. Those of us criticizing TOAW the most are the ones who could really do something with it if only it worked right.


I think only White Rabbit is claiming it can be fixed by scenario design. Everyone else knows it's a long standing problem that needs to be fixed. But, as you note, it's a non-trivial problem to fix, and it's hard to know just what to do. That's what I'm trying to address with this thread.

quote:

I know! What's up with that, jeez, if I drop artillery on someone all day its probably going to hit an ammo dump eventually. Meanwhile, just because an artillery unit isn't killing people, doesn't mean it isn't keeping everyone awake all night; therefore, it needs to hit readiness too.


If losses are suffered, then readiness will be reduced significantly, too. Ammo dumps aren't modeled, but even if they were, would they be in the front lines?




Curtis Lemay -> RE: Ant Units (11/8/2007 5:55:08 PM)


quote:

ORIGINAL: a white rabbit
..and i've shown three ways how not to get ant-units. I've never seen an already divided unit divide further, have you ? nor have i seen a unit that isn't in the OOB participate in some sort of so-called "gamey' action..


Even if you make every unit exactly the same size, and undividable, you can still get an attack ratio of 1:18 if 1 unit attacks a stack of 9 as a limited attack. And that's without considering supply, readiness, and losses - all of which create ant units.

quote:

..the specific use of small units, whether a sub-division or not, linked with artillery-only attacks interestingly doesn't happen Bob's Guadacanal, well, not if you want to have a valid attack as well, which is another design solution that i don't fully understand..


Please translate that to english.




Curtis Lemay -> RE: The Ant Unit Problem (11/8/2007 5:56:17 PM)


quote:

ORIGINAL: a white rabbit

..shell weight, set in the bioed is the factor that affects target supply, and as a consequence readiness. What the exact formula is i've no idea, but very high numbers , in the middle and up hundreds, have major reduction effects on supply, the smaller shells have a miniscule or not observable effect..


Only if the target includes artillery that fires counterbattery.




Adam Rinkleff -> RE: The Ant Unit Problem (11/8/2007 8:33:26 PM)

quote:

Ammo dumps aren't modeled, but even if they were, would they be in the front lines?
Ammo dumps are modeled, via formation supply, force supply, and unit supply. Artillery attacks should always disrupt supply, because interdiction of supply lines, and damage to supply stockpiles is a major effect of long-range artillery. Even at a purely tactical level, artillery starts destroying canteens, rucksacks, radios, and belts. In fact, artillery should be able to target empty road hexes, and interdict supply lines.




ColinWright -> RE: Shown as C++ code: (11/9/2007 7:37:14 AM)


quote:

ORIGINAL: vahauser

Colin,

There isn't much point to marking Ants if Ants aren't treated any differently from any other TOAW unit.

However, if Ants are treated differently from default, non-Ant TOAW units (and I described some possibilities in my posts in this thread), then marking them becomes relevant.


Somebody's probably already made this point, but 'ant' is a relative term. A company attacking a division-sized stack is an 'ant' -- and is having all kinds of supply- and readiness-draining effects it shouldn't have. A company attacking another company -- well, that's just the light cavalry at play.




ColinWright -> RE: Ant Units (11/9/2007 7:40:46 AM)

quote:

ORIGINAL: vahauser

Ants are problematic in other ways besides combat.

The reason I suggested that Ants be compared primarily to the scale/density of the scenario (rather than in terms of combat) is because of other issues like zones of control, gaining control of hexes, gaining control of adjacent hexes, blocking retreats, etc.

I was recently playing Operation Bagration, and I was troubled by companies (yes, companies) gaining control of 20km hexes, exerting zones of control into adjacent 20km hexes, cutting supply lines, blocking retreats, etc.

These are not trivial concerns because Ants can cause problems in a myriad of ways. Since Ants cannot be prohibited, due to the way TOAW's game engine operates (e.g., units being divided into small components when retreating, etc.), then some other means of dealing with the reality of Ants seems appropriate. And addressing only the combat aspects of Ants, as important as those are, is only part of the issue.




Yes -- but these are design problems. Company-sized units appearing in a scenario scaled at 20 km to the hex is a design flaw. I take a jaundiced view of companies at 5 km to the hex -- and only have them because I've jiggered things so that they are indivisible.




ColinWright -> RE: Ant Units (11/9/2007 7:46:19 AM)


quote:

ORIGINAL: a white rabbit


quote:

ORIGINAL: vahauser

a white rabbit,

I think that John Stuart Mill's Utilitarianism is correct in this case: The needs of the many outweigh the needs of the few. By this I mean that the negative abuses in which Ants are employed far outweigh any "positive benefits" that Ants might possess.

Further, I stipulate that the body of evidence against Ants is overwhelmingly strong. Many games suffer from problems with Ants, not just TOAW, and the complaints against them are voiced in unison. If ever there were a consensus among the global gaming community, across the spectrum of "operational wargames" in existence today (both boardgames and computer games), it is that Ants are a problem and not a solution.

Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether. Ants are, and always have been, a product and side effect of the game scale. For example, if I want to design a "Lawrence of Arabia" (or an OSS in Indochina) scenario, then it is my responsibility as the scenario designer to choose the scale of the scenario correctly.

Further, you claim that Ants should be an option. The reality is that Ants are NOT an option, at least not in TOAW III. They are a byproduct of the game engine itself. Players and designers are stuck with them whether they want them or not. And the overwhelming consensus is that they do not want them.

And since we in the TOAW III community are stuck with Ants whether we want them or not, then the consensus of that community is that Ants be proscribed to the maximum extent allowed by the TOAW III game engine. This means that you will still get your Ants, it is impossible to prevent them in TOAW III, but the fervent wishes of the many are that the pernicious effects of Ants, and Ants themselves, be eliminated wherever possible.

--V




..they're only a product of toaw in as much as designers allow them to be, you don't want most Russian forces in 41 to go ant then start the game one organisational level up, div not regt/ corps not div. If you must put in each regt by name then divide the div in the editor, change the unit names to the correct one (that's the bit i forgot before[sm=00000028.gif] and bingo, no ants. Don't add all the fancy bits that died quickly, don't add the Telephone Santizer units..

..in short, create/design forces that fight as they fought historically, don't be sloppy or show-off..

..as for Stuart Mill, the objective surely is to produce better, tighter, more historically accurate scenarios, not pander to the mass..

..which just leaves my example scenarios where i consider ants are needed, you state
quote:

Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether.
Pick one and show me how..

..or better still..

..let's take a simple example, the Japanese vs Empire in Malaya 41, just how would you simulate the ability of the Japanese to subdivide into at least companies to bypass and attack the Empire units, larger btn size but clumsy, in the rear, thus causing the panic that had such a deliterious effect on so many Empire blocking positions ? ..


You can still have your damned ants. You just can't drain supply and readiness from a whole division by attacking with one company.




ColinWright -> RE: The Ant Unit Problem (11/9/2007 7:52:24 AM)

quote:

ORIGINAL: AdamRinkleffMeanwhile, just because an artillery unit isn't killing people, doesn't mean it isn't keeping everyone awake all night; therefore, it needs to hit readiness too.


Yeah, but generally that just tends to go with being in the front line: if the artillery isn't keeping you up at night, the thought of those Gurkhas out running around trying to collect a head will.

I've often thought that both supply and readiness should increase more if you spend your turn without coming adjacent to an enemy unit. Aside from addressing your concern to some extent, it would also create a motivation for keeping units in reserve as opposed to just putting everyone in the front all the time.




ColinWright -> RE: Ant Units (11/9/2007 7:57:35 AM)

quote:

ORIGINAL: a white rabbit

..i wish i could, but me and the search don't get on..

..it boiled down to those who think that ants are a designer problem, pure and simple, and those who reckon toaw should some how punish the ant-units and those who use them should be branded on the forehead with an H and have their noses slit (first offence)..


I don't think these people exist. At any rate, most are talking about a formula to prevent supply and readiness from being drained by 'attacks' mounted by absurdly small attackers.

Aside from everything else, this use of ant-units is absurdly unrealistic. The commander of Bridging Platoon #3 turns up. 'Lieutenant, I want you to go out there with your forty men and attack all of SS Leibstandarte, completely unsupported.'

And he does it! And his men follow him!

...and they do indeed reduce the readiness and supply of the entire enemy division. Those forty heros really rock that division back on its heels! Sergeant Rock!

As matters stand, players have every reason to engage in utterly ahistorical behavior and to completely ignore the actual function of any small specialty units they might have.




a white rabbit -> RE: The Ant Unit Problem (11/9/2007 4:21:33 PM)


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: a white rabbit

..shell weight, set in the bioed is the factor that affects target supply, and as a consequence readiness. What the exact formula is i've no idea, but very high numbers , in the middle and up hundreds, have major reduction effects on supply, the smaller shells have a miniscule or not observable effect..


Only if the target includes artillery that fires counterbattery.


..sorry no, or rather no in ACOW, pure ranged fire with zero AP/AT but high shell weight wacks the target unit's supply level, you obviously missed my BioEd trials for ancients leader effects.




a white rabbit -> RE: Ant Units (11/9/2007 4:28:31 PM)


quote:

ORIGINAL: ColinWright

quote:

ORIGINAL: vahauser

Ants are problematic in other ways besides combat.

The reason I suggested that Ants be compared primarily to the scale/density of the scenario (rather than in terms of combat) is because of other issues like zones of control, gaining control of hexes, gaining control of adjacent hexes, blocking retreats, etc.

I was recently playing Operation Bagration, and I was troubled by companies (yes, companies) gaining control of 20km hexes, exerting zones of control into adjacent 20km hexes, cutting supply lines, blocking retreats, etc.

These are not trivial concerns because Ants can cause problems in a myriad of ways. Since Ants cannot be prohibited, due to the way TOAW's game engine operates (e.g., units being divided into small components when retreating, etc.), then some other means of dealing with the reality of Ants seems appropriate. And addressing only the combat aspects of Ants, as important as those are, is only part of the issue.




Yes -- but these are design problems.


..no they're not, it's been STATED that ants are not a design problem, but that they are a game-engine problem...

..oh and please don't tell people you engineered it so small units are indivisible, you know that's not a solution, being designer related as it is, and impossible anyway..




a white rabbit -> RE: The Ant Unit Problem (11/9/2007 4:29:33 PM)


quote:

ORIGINAL: ColinWright

quote:

ORIGINAL: AdamRinkleffMeanwhile, just because an artillery unit isn't killing people, doesn't mean it isn't keeping everyone awake all night; therefore, it needs to hit readiness too.


Yeah, but generally that just tends to go with being in the front line: if the artillery isn't keeping you up at night, the thought of those Gurkhas out running around trying to collect a head will.

I've often thought that both supply and readiness should increase more if you spend your turn without coming adjacent to an enemy unit. Aside from addressing your concern to some extent, it would also create a motivation for keeping units in reserve as opposed to just putting everyone in the front all the time.



..nice..




Curtis Lemay -> RE: The Ant Unit Problem (11/9/2007 5:46:53 PM)


quote:

ORIGINAL: a white rabbit


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: a white rabbit

..shell weight, set in the bioed is the factor that affects target supply, and as a consequence readiness. What the exact formula is i've no idea, but very high numbers , in the middle and up hundreds, have major reduction effects on supply, the smaller shells have a miniscule or not observable effect..


Only if the target includes artillery that fires counterbattery.


..sorry no, or rather no in ACOW, pure ranged fire with zero AP/AT but high shell weight wacks the target unit's supply level, you obviously missed my BioEd trials for ancients leader effects.


No. I was a participant in them, and you were definitely using an "infantry gun" icon target - triggering counterbattery fire - which accounted for the supply drop.




ColinWright -> RE: The Ant Unit Problem (11/9/2007 7:56:46 PM)


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: a white rabbit


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: a white rabbit

..shell weight, set in the bioed is the factor that affects target supply, and as a consequence readiness. What the exact formula is i've no idea, but very high numbers , in the middle and up hundreds, have major reduction effects on supply, the smaller shells have a miniscule or not observable effect..


Only if the target includes artillery that fires counterbattery.


..sorry no, or rather no in ACOW, pure ranged fire with zero AP/AT but high shell weight wacks the target unit's supply level, you obviously missed my BioEd trials for ancients leader effects.


No. I was a participant in them, and you were definitely using an "infantry gun" icon target - triggering counterbattery fire - which accounted for the supply drop.


This tends to happen with a lot of White Rabbit's 'discoveries.'




rhinobones -> RE: Ant Units (11/10/2007 12:32:12 AM)


quote:

ORIGINAL: ColinWright
As matters stand, players have every reason to engage in utterly ahistorical behavior and to completely ignore the actual function of any small specialty units they might have.


In a few scenarios I have tried to adjust for such behavior by editing out the AP/AT value of bridge engineers and AA equipment. Of course this does not prohibit using these units as ant attack or blocking units, but in a scenario where bridge and AA units are needed to perform their primary duties, the motive to use them as ant attack units is reduced.

Haven’t tried it, but I would think that the same could be done with AT units, MP units and as a way of distinguishing between logistic engineer and combat engineer units.

Think the real trick is to design the scenario so that these units have real value when performing their primary mission rather than just being another form of infantry.

Regards, RhinoBones




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