Question about entrenchment gain and remaining movement points (Full Version)

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clark_x_zhang -> Question about entrenchment gain and remaining movement points (1/6/2016 2:05:30 AM)

Hi everyone,
Can someone tell me if there's a relationship between the entrenchment gain and the remaining movement points that a unit can expend on entrenchment. I imagine that if a unit has more movement points left, it should be able to do a better job entrenching. Is this the case?

Thanks,
CZ




sPzAbt653 -> RE: Question about entrenchment gain and remaining movement points (1/8/2016 1:13:46 PM)

I haven't been able to find anything specific, although there is mention of 'engineering' being scaled by movement factor. We might assume that includes digging in, but we know what assuming does [:(]

There are separate 'Engineering Build' and 'Entrenchment' Rates in the Editor, so maybe the two are considered separate in-game also.




Lobster -> RE: Question about entrenchment gain and remaining movement points (1/8/2016 4:38:04 PM)

This would only be true if the scenario were made when those elements were available for modifying in the editor. Otherwise they would be default, whatever that is. In other words, I am completely confident that what I just said is the complete and entire truth so far as I know something somewhat kind of. Is that fuzzy logic? Or is that just fuzzy?




governato -> RE: Question about entrenchment gain and remaining movement points (1/9/2016 4:41:34 AM)

I checked some tests I made some time ago for scenario design purposes.

-the entrenchment rate set the speed at which units increase the entrenchment level on an hex (which, in turn sets how fast units will go in D,E and F mode)
I find that the default is a little high for weekly turns/corps level units/10+km hex (So I set it to 20-30) but I am sure this can change with the scale.

- the more infantry squads you have, the faster one unit increase the entrenchment level of an hex. Having infantry or engineers does not change how fast the entrenchment level of an hex changes. Also, 10, 100 or 1000 infantry squads will go into D,E or F state at roughly the same speed.

- the Engineering rate and the number of engineers in them set how fast units will go into D,E and F states. For the above scenario scale I set the ER to 130.

- Note that one can create units with low combat power, but with engineering capabilities, to simulate non fighting engineers/workers/hiwis. I cal them `construction squads'.

- Low supply affects engineering capabilities, so a unit in low supply will go into D, E and F mode slower than one that is fully supplied.

Hope this helps!




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