VHauser -> RE: Europa 1947 for TOAW IV (2/26/2018 11:38:40 AM)
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ORIGINAL: Gandalf If your workaround does not work, I ran across this: quote:
ORIGINAL: Curtis Lemay This is a screw-up by me. Armored equipment derives its defense strength from its armor thickness. The DF value itself is used to set the weight of the equipment instead. The value being entered here is the DF value regardless of whether the equipment is armored or not. It should have been the weight when the armor flag is set. So, you can still vary the defense strength by varying the armor thickness. But you can't set the weight. What you can do, for now, is look for an existing equipment that has the right weight, and use it as a starting point (copy and paste). quote:
ORIGINAL: tarzanofmars Ah gotcha, glad it wasn't a bug in the editor at least. So how about this, since I'm experimenting with using armor for personnel: In the default database the Mounted Rifle Squad (Late) has 1cm of armor, but not the armored attribute checked, so last night I found that you can set the armor any thickness and as long as you don't check the 'armored' attribute, the game does not overwrite your defensive strength. So now my question is, are these different armor thicknesses being recognized? Are they still coming into play in the battle results? quote:
ORIGINAL: Oberst_Klink Now, I found this jewel for you to see how Mark Steven simulated the Zulu Wars of 1879... http://www.the-strategist.net/RD/scenarii/the-operational-art-of-war-scenario-828-The-Zulu-War-1879 I think there's a modified .EQP, incl. Henry Repeaters etc. So, have a look at this scenario. Klink, Oberst You can read thru the entire thread if you want here: http://www.matrixgames.com/forums/tm.asp?m=4412492 Regards Well, after pretty much wasting an entire weekend on this, I've come to the realization that this is merely a tempest in a teapot. Turns out that armored defense strengths are purely cosmetic and have literally no effect on combat resolution--all that matters is armor thickness. And while having armored defense strengths within the ridiculously narrow range of 5-7 is terribly misleading visually when looking at armored units on a map, that's all it is--visually misleading and nothing more. I suppose that that visual misrepresentation could have an impact (you attack that armored unit that has a DF of 3 on the map thinking that you are attacking 30 enemy Lynx light tanks (defense strength of 5), when in fact you are attacking 25 Tiger tanks (defense strength of 6)--oops). Oh well. It's not gonna change and nothing I can do about that. Anyway, jumping through hoops trying to get armored defense strengths in the range of 5 (halftrack) to 25 (Maus) instead of 5-7 in order give players a more informative (as opposed to misleading) visual representation on the map is simply not worth my time and effort. It doesn't affect combat resolution. It only affects players' visual ability to make better informed decisions. I, personally, wanted to give players that better visual representation because I wanted them to be able to make better informed decisions (instead of the misleading situation we have now). But since I can't do that, and evidently never will, I'm not going to spend any more time thinking about it. I've already wasted several days on this and enough is enough. I will continue to press on with this project. I wanted to have a useful update today, but lost that time due to this sideshow. Now, it will be later in the week before my next update.
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