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RE: Admirals Edition Land Thread - 4/30/2008 9:16:49 PM   
Andy Mac

 

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No change for example the two light horse motor Bdes while strictly speaking are motorised infantry are set up as armoured units in game to represent the extra mobility.

Andy

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RE: Admirals Edition Land Thread - 4/30/2008 11:52:25 PM   
Dili

 

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Thanks.

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RE: Admirals Edition Land Thread - 5/9/2008 12:31:01 PM   
Dili

 

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Concerning above maybe a change in icon to Mechanized is warranted.*

More questions:

1-Will LCU have more device slots? if i am not mistaken only 16 were available.

2-* or will be possible to give a specific map icon to an unit independent from classification for mobility proposes?

3-Will be possible to give a specific image to an LCU in LCU Detail GUI- lets say an M4 sherman unit gets a Sherman pic and eventually its flag. An M3 gets another pic?

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RE: Admirals Edition Land Thread - 5/9/2008 1:18:53 PM   
Blackhorse


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quote:

ORIGINAL: Dili

Concerning above maybe a change in icon to Mechanized is warranted.*

More questions:

1-Will LCU have more device slots? if i am not mistaken only 16 were available.


Same as before. Twenty slots. Out of nearly one thousand US LCUs this limit affected only one -- "Pearl Harbor Defenses": A couple of 4" CD guns at Pearl Harbor were counted as part of the 3" gun devices because I reached the device limit. (And if you are the Japanese player trying to invade Oahu, you have bigger worries than the 4" guns.)


quote:


3-Will be possible to give a specific image to an LCU in LCU Detail GUI- lets say an M4 sherman unit gets a Sherman pic and eventually its flag. An M3 gets another pic?


I think that's a great idea, but working the kinks out is our overriding priority right now. I'll add this to my "patch wish list."


< Message edited by Blackhorse -- 5/9/2008 1:25:45 PM >


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RE: Admirals Edition Land Thread - 5/9/2008 1:40:35 PM   
Blackhorse


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quote:

ORIGINAL: Andy Mac

No change for example the two light horse motor Bdes while strictly speaking are motorised infantry are set up as armoured units in game to represent the extra mobility.

Andy


The US also has some Motorized units that, for movement purposes are set up as armor units: The 7th Motorized Division*, a Motorized Infantry Regiment, and some Horse-Mechanized and Mechanized Cavalry Regiments. None of these will be a factor unless the Japanese are kind enough to invade the West Coast.

* = The War Dep't deemed the "Motorized Division" experiment a failure. A motorized division took up as much shipping space as an Armored Division, but only had the fighting strength of an infantry division. Because of shipping limits, no overseas theatre commander ever requested a motorized division. They all converted back to infantry before they deployed. The 7th Division is available to deploy in early 1943, after it converts back to infantry.

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RE: Admirals Edition Land Thread - 5/9/2008 3:32:20 PM   
Andy Mac

 

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In India the allies get 3 'Motorised' formations.

268th Bde which is motorised throughout its life (another Bde that dibands after 6 months)

AND

17th Indian Div which remechanises late in 45 and for game purposes I classified it as a motorised formation after the re mech

17th Indian Div was a total PITA actually

3 Bde understrength 41 Div to Light 2 Bde Jungle Div, Back to a 3 Bde Div and then another variant of the 3 Div Bde with less Brit and more Indian Squads and finally a motorised TOE

A lot of the complication in the Indian Army TOE is of my own making so I should not complain too much !!!

The fact that Indian Army formations steadily change out British Bns for Indian one throughout the war to offset low British replacements was a major thing I wanted to fix in AE and we did it but it did complicate the Indian Army TOE's

Andy

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RE: Admirals Edition Land Thread - 5/9/2008 7:29:41 PM   
Dili

 

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I said 16 because i once read it here that the last 4 didnt worked or were for some specific propose. I just dont remember much now and might have been just a rumour.

I think the unit icon on the map is more important. Having Horse Cavalry or Armored Artillery(Olympic might have all kinds of wonder units)  with the only oval Tank Icon is a bit underwhelming.

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RE: Admirals Edition Land Thread - 5/9/2008 8:00:49 PM   
Kereguelen


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quote:

ORIGINAL: Dili

I said 16 because i once read it here that the last 4 didnt worked or were for some specific propose. I just dont remember much now and might have been just a rumour.

I think the unit icon on the map is more important. Having Horse Cavalry or Armored Artillery(Olympic might have all kinds of wonder units) with the only oval Tank Icon is a bit underwhelming.



I think you'll see additional LCU icons in the AE somewhen in the future.

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RE: Admirals Edition Land Thread - 5/9/2008 8:12:38 PM   
Dili

 

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Okay :D

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RE: Admirals Edition Land Thread - 5/10/2008 2:00:49 PM   
Blackhorse


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quote:

ORIGINAL: Dili

(Olympic might have all kinds of wonder units) 


It will. Wonder devices, mostly. You'll find armored artillery as part of the corps artillery LCUs coming over from Europe, 4.5" Rocket Artillery (also in corps artillery), Assault Infantry Squads added to Marine divisions, and Pershing tanks added to infantry divisions.

The "Commonwealth Corps" -- British, Canadian and Australian divisions with US equipment -- will appear.

There are also a few separate battalions of M4 Zippo Flamethrower tanks.



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RE: Admirals Edition Land Thread - 5/13/2008 5:32:13 PM   
Dili

 

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Nice :-) Btw can i edit the game to have partisan/guerrilla other than China? Like Timor ?

< Message edited by Dili -- 5/13/2008 5:53:54 PM >

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RE: Admirals Edition Land Thread - 5/13/2008 9:07:13 PM   
Bliztk


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There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?


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RE: Admirals Edition Land Thread - 5/13/2008 9:55:51 PM   
herwin

 

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quote:

ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?



Our experience is that el cid's supply sinks seem to make hexes untakeable.

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(in reply to Bliztk)
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RE: Admirals Edition Land Thread - 5/13/2008 10:16:56 PM   
Kereguelen


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quote:

ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?



Just curious: For what purpose do you want something like this?

But to answer your question: You can always give any device anti-soft and anti-armor values of '0'.

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RE: Admirals Edition Land Thread - 5/13/2008 10:34:38 PM   
Bliztk


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Yeah, with 0 and 0 but they have a combat value minimum of squads/10 = so 100 squads = 10 AV = bad things 

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RE: Admirals Edition Land Thread - 5/13/2008 10:39:41 PM   
Kereguelen


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quote:

ORIGINAL: Bliztk

Yeah, with 0 and 0 but they have a combat value minimum of squads/10 = so 100 squads = 10 AV = bad things


Squads are not the only device type.

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Post #: 646
RE: Admirals Edition Land Thread - 5/13/2008 10:45:26 PM   
Bliztk


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It doesn´t matter, we have tried with artillery, tanks, etc.

They count on AV as 1:1 only support squads counts as 1/10 AV

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RE: Admirals Edition Land Thread - 5/13/2008 10:58:13 PM   
Kereguelen


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quote:

ORIGINAL: Bliztk

It doesn´t matter, we have tried with artillery, tanks, etc.

They count on AV as 1:1 only support squads counts as 1/10 AV


Try surface radar (10). Not sure if this consumes supplies, however.

But I still don't understand for what purpose you want it. Could probably give you a better answer if I knew.

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RE: Admirals Edition Land Thread - 5/14/2008 12:00:24 AM   
Andy Mac

 

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Short answer is this is not something we have looked at but most device types dont add AV.

Andy

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Post #: 649
RE: Admirals Edition Land Thread - 5/14/2008 8:50:26 PM   
Dili

 

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BUMP:
quote:

can i edit the game to have partisan/guerrilla other than China? Like Timor ?



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RE: Admirals Edition Land Thread - 5/15/2008 6:42:01 AM   
Blackhorse


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quote:

ORIGINAL: Bliztk

There will be a way of coding into combat a device with no AV ?

A device that only eats supplies, but has no effect in combat. Could the amount of supplies used by that device customizable ?




I . . . think . . . yes, to the "no effect on combat", and 'no' to customizable supply consumption by device.

As I understand it, all infantry, engineer (except device 252) and armored vehicle devices have an unadjusted AV = 1. All other devices have an AV = 0, except support squads which are supposed to have a (defense only) AV= 0.1.

So if you create, say, an artillery device with a soft and hard effect of zero, it would in theory consume supplies without affecting combat. But you can not vary how many supplies it will consume.


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RE: Admirals Edition Land Thread - 5/15/2008 9:42:43 AM   
Andrew Brown


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quote:

ORIGINAL: Dili

BUMP:
quote:

can i edit the game to have partisan/guerrilla other than China? Like Timor ?





Yes you will be able do this, but the "partisans" only damage factories so if there are none present I don't think there will be any practical effect.

Andrew

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Post #: 652
RE: Admirals Edition Land Thread - 5/15/2008 1:57:22 PM   
Dili

 

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Okay and thanks for the added info about effects.

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RE: Admirals Edition Land Thread - 5/15/2008 3:27:36 PM   
castor troy


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quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Dili

BUMP:
quote:

can i edit the game to have partisan/guerrilla other than China? Like Timor ?





Yes you will be able do this, but the "partisans" only damage factories so if there are none present I don't think there will be any practical effect.

Andrew



they also damage airfields, airbases and ports. Of course you can easily repair them again...

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RE: Admirals Edition Land Thread - 5/17/2008 1:08:17 AM   
Dili

 

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Thx

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RE: Admirals Edition Land Thread - 5/17/2008 9:37:41 PM   
Woos

 

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quote:

they also damage airfields, airbases and ports. Of course you can easily repair them again...

Don't they also destroy Supply. I think they did in Stock and I found that the most annoying of their actions (otherwise one could have left several bases in China where ports/airbases where not used undefended).
No guarantee of any correctness.

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RE: Admirals Edition Land Thread - 5/18/2008 1:32:47 AM   
Andrew Brown


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quote:

ORIGINAL: Woos

quote:

they also damage airfields, airbases and ports. Of course you can easily repair them again...

Don't they also destroy Supply. I think they did in Stock and I found that the most annoying of their actions (otherwise one could have left several bases in China where ports/airbases where not used undefended).
No guarantee of any correctness.



As far as I am aware the actions of partisans have not been changed in AE, so that they will do whatever they did in stock.

Andrew

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RE: Admirals Edition Land Thread - 5/21/2008 10:04:29 AM   
bradfordkay

 

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I apologise if this has already been asked, but I noticed on one of the screenshots that an LCU has three load costs listed:

Troops load cost
Cargo load cost
Total load cost


I'm guessing that this is done to help us better understand the actual number of ships needed to haul that unit. Nice...

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RE: Admirals Edition Land Thread - 5/21/2008 12:50:36 PM   
Don Bowen


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quote:

ORIGINAL: bradfordkay

I apologise if this has already been asked, but I noticed on one of the screenshots that an LCU has three load costs listed:

Troops load cost
Cargo load cost
Total load cost


I'm guessing that this is done to help us better understand the actual number of ships needed to haul that unit. Nice...


Ships now have four separate capacities (instead of the current WITP one)
Troop capacity is space set up for human occupation. i.e. number of bunks
Cargo Space is holds, etc for equipment and cargo.
(there are also aircraft and liquid)

Troops (squad devices, support) go into troop space, equipment into cargo space. So a unit with 10 squad devices of load cost 15 and 5 weapons devices with load cost 20 would require:
Troop Load Cost: 150
Cargo Load Cost: 100

Cross loading is possible, with lots of (very reasonable) restrictions, but at a load cost penalty (similar to the ones used in WITP).

A good load master will build a TF with ships totaling enough of the proper type of capacity to lift the unit.


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RE: Admirals Edition Land Thread - 5/21/2008 3:10:17 PM   
Monter_Trismegistos

 

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Were loading routines reworked? I mean if I put AP and AK - will program load squads only in AP and equipment only in AK (so to avoid penalties)?



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