What makes a unit a "parachute unit"? (Full Version)

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kbullard -> What makes a unit a "parachute unit"? (8/17/2004 8:48:02 PM)

My first thought was that it had "parachute" in the name. But in scenario 9, for example, the "1st Parachute Rgt" at Miri has the standard infantry symbol, not the airborne infantry symbol like its counterpart, the "2nd Parachute Rgt" at Kiungahan. (BTW, this is a change from scenario 2, where both units start at Kiungahan and have the airborne infantry symbol.)

Meanwhile, the "Yokosuka 2nd SNLF" at Nauru does have the airborne infantry symbol. Can it be air dropped?

I've researched the forum and used the database editor, but to no avail. I can't find anything that seems to determine this. Worst case is I'll start the testing process, but wanted to see if somebody already had the answer.

Kurt




RUPD3658 -> RE: What makes a unit a "parachute unit"? (8/17/2004 10:14:47 PM)

If it has an airbore icon it is airborne capable. Any unit can be dropped from a plane...only these can land in one piece.[:D]




kbullard -> RE: What makes a unit a "parachute unit"? (8/17/2004 11:49:37 PM)

quote:

Any unit can be dropped from a plane...only these can land in one piece.


Well put! Any idea why, in Scenario 9, the 1st Parachute Rgt at Miri can no longer land in one piece?




fbastos -> RE: What makes a unit a "parachute unit"? (8/18/2004 12:09:49 AM)

Well, you can always throw a few of these fellows from 10,000 ft... if they bounce, they are not paratroopers... [:D]




Oliver Heindorf -> RE: What makes a unit a "parachute unit"? (8/18/2004 12:17:58 AM)

quote:

ORIGINAL: fbastos

Well, you can always throw a few of these fellows from 10,000 ft... if they bounce, they are not paratroopers... [:D]


ROFL [:D]




Bodhi -> RE: What makes a unit a "parachute unit"? (8/18/2004 12:18:20 AM)

Kurt,

quote:

ORIGINAL: kbullard
I've researched the forum and used the database editor, but to no avail. I can't find anything that seems to determine this.


Good question. Like you I had a quick look in the database and couldn't see any difference between the 1st and 2nd Parachute Rgts in Scenario #9, and no indication of where an airborne flag might be.

If you don't get an answer here, you could try to repost in the Scenario Design/Game Editor forum.




tanjman -> RE: What makes a unit a "parachute unit"? (8/18/2004 4:25:34 AM)

Bodhi,

In the UV scenario editor in order to get the airborne and cavalry icons to appear the # 13 (para) or 12 (cav) was placed in the symbol field for that unit. I have been unable to find anything simular in the WitP database editor. Also in UV there were infantry type suffixes for parachute and cavalry units, there aren't any in WitP. So unless its hardwired to the slot I have no ideal how parachute units are enabled.




Bodhi -> RE: What makes a unit a "parachute unit"? (8/18/2004 5:02:23 AM)

Tanjman,

Thanks for the info. I never got into modding UV. I expected to find a similiar situation to that which you described for UV, but I can't seem to see anything. No mention that I can find in the editor manual either. Wonder how it's done?




tsimmonds -> RE: What makes a unit a "parachute unit"? (8/18/2004 5:15:13 AM)

quote:

Wonder how it's done?


Try setting experience=90; it may be hard-coded.




Don Bowen -> RE: What makes a unit a "parachute unit"? (8/18/2004 7:31:09 PM)

I was intrigued by this and did some experimentation. I made a copy of Scenario 9 and ran the following tests:

1. Copy 1st Parachute on top of 2nd Parachute, then restored the name, leader, and location. Result: 2nd Parachute now a paratroop unit (acquired the paratroop symbol – I did not do “drop” tests).
2. Copy 1st Parachute to a previously empty slot and change the size attribute to Brigade. Result: Unit still a paratroop unit.
3. Change the unit from Test #2 to be a Tank Battalion. Result: UNIT STILL SHOWS INFANTRY/PARACHUTE SYMBOL.

From these tests I have concluded that paratroop designation is controlled by an attribute that is not exposed by the Editor. Since there is currently no apparent control over the assignment of this attribute to non-infantry unit types, the attribute should not be exposed.

Matrix may wish to consider placing a validation step in the editor and exposing this attribute. Placing the validation in the Editor would pre-verify data and not require additional work in the Scenario Load routine. Since players can force the condition by copy-and-paste anyway I would recommend this.

Alternately, the lack of paratroop capability for the 2nd Parachute should be added to the OOB thread. Least we end up with multiple entries, perhaps we should allow kbullard to do this.




UncleBuck -> RE: What makes a unit a "parachute unit"? (8/18/2004 7:39:09 PM)

Just FYI, Glider units are also Para capable. You still use transports to get them where they are going but they use there gliders I woudl imagine. Nice for those combined Air assaults to get a few more heavy weapons in play.

UB




kbullard -> RE: What makes a unit a "parachute unit"? (8/18/2004 11:19:46 PM)

quote:

quote:

... you could try to repost in the Scenario Design/Game Editor forum.


quote:

Alternately, the lack of paratroop capability for the 2nd Parachute should be added to the OOB thread. Least we end up with multiple entries, perhaps we should allow kbullard to do this.


Thanks for the excellent responses all the way around. I'll double check that the 2nd Parachte Rgt is not, in fact, air-droppable in Scenario 2 (suggesting proving that it's not an icon display problem), and then post, as appropriate, to the Game Editor and OOB forums.

Kurt




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