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- 3/2/2003 12:06:26 AM   
RockinHarry


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[QUOTE]Originally posted by Squirmer
[B]Misc Small Arms to Slot 2 gets my vote. For crews only of course. Would this stop them assaulting tanks as well I wonder?

[/B][/QUOTE]

thanks for asking. Iīve not yet tested "close assault" behavior, but it might get fixed by slot1 weapon removal...hopefully.:)
Thereīs a bug that prevents crews not popping smoke, despite removal of slot1 weapon, thus removing smoke throwing capability.:( When a tank is hit by a HEAT round (Bazooka boys for example) and the tank is destroyed by that round, forcing the crew to bail, then on occasions the crew can receive additional casualties by the same HEAT round! :eek: When this happens the crew is forced to retreat and THEN,...it throws smoke, although actually it is incapable of throwing smoke! :rolleyes:

I guess this bug is due to the change of the "Near miss" routine (in final V7.1) when itīs applied a second time to a targeted unit,..well at least this is my theory!;)

On most other occasions the crews (in AIPīs hands) retreat nicely and stop throwing smoke to cover their retreat as before.

For people who would like to help testing this: Go open the OOB editor and load the OOB (either V7.1 or H2H OOB!) that you want to have tested for the AIP. Select unit "crew" and delete its slot1 weapon (entering "000"). Either leave it as is now (for testing purposes) or in slot2 assign the formerly deleted "Misc small arms" weapon. Donīt forget giving it some ammo too. Save the OOB, set up a nice battle in SPWAW with just tanks (at least for AIP) and then check crew behavior of shot up/abandoned tanks. Off course you need to assign the AIP the country that you just edited the crew unit in its OOB!;)

When comments and test results are mostly positive, then this crew unit edit might finds its way into Panzer Leoīs OOB patch. :)

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Post #: 121
- 3/2/2003 12:40:34 AM   
Alby


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[QUOTE]Originally posted by Panzer Leo
[B]
- crew raised in value (15pts) and small arms decreased in lethality

[/B][/QUOTE]

Will Crews die easier?? hopefully instead of being supermen who never flee or die from anything easily??
thanks Leo for all your hard work!!
Alby

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Post #: 122
- 3/2/2003 1:27:24 AM   
tracer


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[QUOTE]Originally posted by Panzer Leo
[B]

I wish we could recude the smoke rounds available to standard infantry...but I can't see a way...the amount we have right now is good for a platoon leader, but normal squads should have a max of 2 and more often none at all...
[/B][/QUOTE]

You mentioned in a post after this one that you were considering moving the weapon for crews to slot-2, but were concerned what that would do to their ability to pop smoke. It seems to me an easy way to reduce the amount of smoke is to eliminate a bailed crew from using it! On several occaisions I've [I]electively[/I] bailed a crew for the sole purpose of having them pop smoke when their vehicle could not; I've also seen the same done by opponents. Alexandra started a thread a while back about the issue of 'too much smoke'; I agree.

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Post #: 123
- 3/3/2003 9:12:54 PM   
RockinHarry


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[QUOTE]Originally posted by RockinHarry
[B]thanks for asking. Iīve not yet tested "close assault" behavior, but it might get fixed by slot1 weapon removal...hopefully.:)
Thereīs a bug that prevents crews not popping smoke, despite removal of slot1 weapon, thus removing smoke throwing capability.:( When a tank is hit by a HEAT round (Bazooka boys for example) and the tank is destroyed by that round, forcing the crew to bail, then on occasions the crew can receive additional casualties by the same HEAT round! :eek: When this happens the crew is forced to retreat and THEN,...it throws smoke, although actually it is incapable of throwing smoke! :rolleyes:

I guess this bug is due to the change of the "Near miss" routine (in final V7.1) when itīs applied a second time to a targeted unit,..well at least this is my theory!;)

On most other occasions the crews (in AIPīs hands) retreat nicely and stop throwing smoke to cover their retreat as before.

For people who would like to help testing this: Go open the OOB editor and load the OOB (either V7.1 or H2H OOB!) that you want to have tested for the AIP. Select unit "crew" and delete its slot1 weapon (entering "000"). Either leave it as is now (for testing purposes) or in slot2 assign the formerly deleted "Misc small arms" weapon. Donīt forget giving it some ammo too. Save the OOB, set up a nice battle in SPWAW with just tanks (at least for AIP) and then check crew behavior of shot up/abandoned tanks. Off course you need to assign the AIP the country that you just edited the crew unit in its OOB!;)

When comments and test results are mostly positive, then this crew unit edit might finds its way into Panzer Leoīs OOB patch. :) [/B][/QUOTE]

ok...I found out the above made statements are only half truth and the smoke throwing capability of infantry units is solely determined by unit class! Means...crews are another infantry class!..and the aIP is able to throw smoke with them while the human player canīt! Itīs just for the lack of an interface. Looking in Freds WaWEditor clearly show that crews ahve smoke available, even when weapon in slot1 is deleted.:eek:

Another workaround is....make crews not "crew" class in OOB editor, instead make them a class that inherently is NOT able to throw smoke! Surprisingly.."Inf-AT" works quite well and there were no CTDīs yet!:)

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Post #: 124
- 3/3/2003 9:23:22 PM   
Panzer Leo

 

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[QUOTE]Originally posted by RockinHarry
[B]
Another workaround is....make crews not "crew" class in OOB editor, instead make them a class that inherently is NOT able to throw smoke! Surprisingly.."Inf-AT" works quite well and there were no CTDīs yet!:) [/B][/QUOTE]

How is determined what type of unit is bailing out of a vehicle ? By unit class or by slot in the unit list ?
If it is by slot we could give it a different class - if not I think the different class will not work...

I also noticed that smoke is still thrown even with the weapon in slot 2, but it at least prevents extensive use on an intentional basis...

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Mir nach, ich folge euch !

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Post #: 125
- 3/4/2003 10:33:08 AM   
tracer


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PanzerLeo,
In case no one mentioned this one, I'd like to add it to the wish list...disable the 'move and shoot' ability of heavy AA guns. Check out this thread for details: [URL=http://www.matrixgames.com/forums/showthread.php?s=&threadid=33731&perpage=15&pagenumber=1]http://www.matrixgames.com/forums/showthread.php?s=&threadid=33731&perpage=15&pagenumber=1[/URL]

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Post #: 126
- 3/4/2003 9:14:57 PM   
RockinHarry


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[QUOTE]Originally posted by Panzer Leo
[B]How is determined what type of unit is bailing out of a vehicle ? By unit class or by slot in the unit list ?
If it is by slot we could give it a different class - if not I think the different class will not work...

I also noticed that smoke is still thrown even with the weapon in slot 2, but it at least prevents extensive use on an intentional basis... [/B][/QUOTE]

crews definitely are hardcoded by slot number (249)! The mech.exe looks for a unit in slot 249 when bailing of crews is determined, thus only this single standard "crew" is available.
Found some interesting info in the Mobhack (for Sp2WW2V5) help file:

[COLOR=darkblue]Crew type[/COLOR]


[COLOR=darkblue]Do not move certain critical units - the crew is one such. Crew should only ever have pistols and maybe a grenade, they are meant to be spawned from disabled vehicles. There will be only 1 crew, exactly the same from 46 to 2020. Bunkers spit the same crew - no excuse to have extra crew with rifles say - as tanks will generate these. Crews always have point cost 0 - you get the VP for killing their bunker or vehicle, killing the crew is only useful for an extra kill marker, and making the cost non zero can result in strange arithmetic on the end game results - essentially if you made a crew with 10 points and they bailed out of a 200 point vehicle (paid for out of points) and you then killed them - you get credited with 210 points killed, when your opponent only spent 200. You could then wipe out the enemy force, and end up with more kill VP than that force cost!.[/COLOR]

[COLOR=darkblue]Do not move the barges or barge carrier. Do not move the rubber raft. These get assigned internally in the code (barge to carrier, raft to riflemen) in river or beach assault battles by direct ID number.[/COLOR]

As said, this info is from the other Steel Panthers game, but many basic stuff appears still to be the same, though not all off course!

This also is from the Mobhack file:

[COLOR=darkblue]Oft asked question - 'How do I add N smoke rounds to my unit, like I can in the Scenario Editor?' - the answer is that the number of smoke rounds given out to a unit is determined in the unit creation code in the game code, based on the unit class and weapon size, as well as battle type (more smoke ammo tends to be given to the assaulter). There is no data field for smoke rounds - the field you edit in the Scenario Editor is in game data (like the leader name) , not OB data.[/COLOR]

from my experience this is how it works for SPWAW too!

Moving "misc small arms" from slot1 to slot2, does not disable crew smoke throwing as mentioned in the posting further above, but the lack of slot1 weapon appears to disable "close assault" capability and in the retreat phase (end of turn) the crews donīt pop smoke anymore when retreating. Internally crews still have smoke as can be seen when they take some losses and then retreat.

Making the unit Nr. 249 "inf-AT" class and moving its slot1 weapon to slot2, so far produces satisfactory results!:)

Joerg...I edited all crew units in your H2H ce version OOBs to "Inf-AT" and weapon1 is moved to slot2. This OOB is attached to this posting and H2H players are encouraged to run some tests with it, to check new crew behavior! :cool:

Best to start a new and tank heavy (potentially lots of crews :D ) scenario. Starting a new random or user campaign also might be a good idea.

My tests with single scenarios and a short self designed user campaign were quite positive.:)

Well....donīt know of any negative side effects so far (except INF-AT shows its own unique icon ;) ),...but sooner or later I guess one will be found. Weīll see.

Attachment (1)

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Post #: 127
- 3/5/2003 12:25:21 AM   
rbrunsman


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Suggestion:

When an arty crew's tube malfunctions, it would be nice to be able to bail them and have a crew with a weapon. Currently, if a tube fails, the crew loses its misc small arms too. This seems exactly the wrong thing to have happen. A crew would most certainly grab whatever "misc small arms" that were available to it, if their tube malfunctioned.

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Post #: 128
- 3/5/2003 2:25:24 AM   
tracer


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[QUOTE]Originally posted by rbrunsman
[B]Suggestion:

When an arty crew's tube malfunctions, it would be nice to be able to bail them and have a crew with a weapon. Currently, if a tube fails, the crew loses its misc small arms too. This seems exactly the wrong thing to have happen. A crew would most certainly grab whatever "misc small arms" that were available to it, if their tube malfunctioned. [/B][/QUOTE]

Unfortunatly this isn't possible since (as I understand it) a crew from a vehicle/gun that has lost its slot-1 weapon will also not have a slot-1 weapon (misc small arms).

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Post #: 129
- 3/6/2003 12:30:36 AM   
VikingNo2


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I would like to see the # meter taking away or its accuracy reduced. I understand someone " feeling " the presents of someone else but it should be a 50/50 proposition.

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Post #: 130
- 3/6/2003 1:02:21 AM   
Belisarius


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[QUOTE]Originally posted by tracer
[B]Unfortunatly this isn't possible since (as I understand it) a crew from a vehicle/gun that has lost its slot-1 weapon will also not have a slot-1 weapon (misc small arms). [/B][/QUOTE]

OK, so we'll just have to picture that when the tube fails, the crew jams all weapons at hand down the barrel in pure frustration. :D

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Post #: 131
- 3/6/2003 1:05:34 AM   
tracer


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Just remembered an OOB error I saw: SO P-Mol AT has its range listed at 3, but it can only fire 2 hexes. Lost a couple last month when I had them 'chuck' their bottles at tanks 3 hexes away...which of course op-fired and killed them. :( Two hexes is a better range for them IMO, but the '3' displayed can cause some confusion.

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Post #: 132
- 3/6/2003 1:08:50 AM   
tracer


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[QUOTE]Originally posted by Belisarius
[B]OK, so we'll just have to picture that when the tube fails, the crew jams all weapons at hand down the barrel in pure frustration. :D [/B][/QUOTE]

I don't think its right either; in past threads its been referred to as a 'limitation of the game engine'.

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Post #: 133
- 3/6/2003 2:28:26 AM   
Irinami

 

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[QUOTE]Originally posted by Belisarius
[B]OK, so we'll just have to picture that when the tube fails, the crew jams all weapons at hand down the barrel in pure frustration. :D [/B][/QUOTE]

We all know why the M-16A2 has a heavier barrel, right?

(Answer: Because troops used the muzzle to open some boxes or crates, which would bend the lighter barrels. Heavier barrel allows for longer sustained fire (but the full-auto option being switched to 3-rd burst cancels that out) and a slight improvement to accuracy, but neither were the primary reason.)

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Post #: 134
- 3/6/2003 5:16:46 AM   
rbrunsman


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[QUOTE]Originally posted by tracer
[B]Unfortunatly this isn't possible since (as I understand it) a crew from a vehicle/gun that has lost its slot-1 weapon will also not have a slot-1 weapon (misc small arms). [/B][/QUOTE]

Couldn't you get around this problem by slotting, a pistol or a water balloon, in slot #1 and then "misc small arms' in slot #2? That way if there is no malfunction the slot #1 and #2 weapons will be available, but the slot #1 pistol will be of very little use. However, if the tube malfunctions, the crew is still left with the slot #2 weapon and will be able to defend itself. This would also have the nice effect of reducing the battle effectiveness of the crew in either event because they wouldn't be able to effectively use the 'z' fire option to shoot area fire.

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Post #: 135
- 3/6/2003 7:13:38 AM   
Irinami

 

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[QUOTE]Originally posted by rbrunsman
[B]Couldn't you get around this problem by slotting, a pistol or a water balloon, in slot #1 and then "misc small arms' in slot #2? That way if there is no malfunction the slot #1 and #2 weapons will be available, but the slot #1 pistol will be of very little use. However, if the tube malfunctions, the crew is still left with the slot #2 weapon and will be able to defend itself. This would also have the nice effect of reducing the battle effectiveness of the crew in either event because they wouldn't be able to effectively use the 'z' fire option to shoot area fire. [/B][/QUOTE]

How about a pistol with no ammo loadout? Kinda' gamey, yeah, but...

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Post #: 136
- 3/6/2003 11:37:20 AM   
VikingNo2


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how about instant death for all crews

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Post #: 137
- 3/6/2003 12:28:47 PM   
rbrunsman


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[QUOTE]Originally posted by VikingNo2
[B]how about instant death for all crews [/B][/QUOTE]

V2, you really don't like crews do you?;)

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Post #: 138
- 3/6/2003 1:26:55 PM   
VikingNo2


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As a matter of fact no I don't like crews


All this discussion on test this test that try this try that could all be solve just by getting rid of them. If the tank or vehical gets destroyed then they die plain and simple.

If they bail then they get to act as they do now. It seems very simple IMO


This is for vehicels only

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Post #: 139
- 3/6/2003 2:12:49 PM   
tracer


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[QUOTE]Originally posted by rbrunsman
[B] This would also have the nice effect of reducing the battle effectiveness of the crew in either event because they wouldn't be able to effectively use the 'z' fire option to shoot area fire. [/B][/QUOTE]

Great idea! I'd also suggest racheting down the range of 'misc small arms' to 3...as it stands now folks too often use crews as disposable shock troops.

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Post #: 140
- 3/6/2003 11:34:30 PM   
Irinami

 

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Wouldn't moving it to slot 2 make it only one of the 'Misc Small Arms' category? That is...

Weapon Slot 1 on infantry is actually one of that weapon for every single man in the squad, right? So one of those ungodly 10-man artillery crews dismounted has a whopping 10 'Misc Small Arms.' Now that's pretty badass. It is comparable to the Mp28, Mp 38/40, the MAS 38, possibly even the M-1 carbine or Mp44! Now sure, that's fine when you're considering it an MG-34 off a Nazi halftrack... but the weapon also has to count as the pistols some members of, say, the 15-man-crew of a Land Mattress might be carrying (or the 8-man crew of a flak unit, or whatever). What this would mean is the crew of the Land Mattress, if Misc Small Arms are in slot 1, is more deadly with their pistols and maybe an SMG or two, than the 4 men of an SdKfz 251/9 halftrack with their 2 MG-34's, whatever crew weapons they had, AND likely more experience and certainly more training for dismounted combat.

Now, put that Misc Small Arms in slot #2, and it evens things out a bit. IM(ns)HO.

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Post #: 141
- 3/7/2003 12:05:50 AM   
rbrunsman


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[QUOTE]Originally posted by tracer
[B]...as it stands now folks too often use crews as disposable shock troops. [/B][/QUOTE]

Guilty!:o

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Post #: 142
- 3/7/2003 2:08:00 AM   
tracer


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[QUOTE]Originally posted by rbrunsman
[B]Guilty!:o [/B][/QUOTE]

Who isn't? :D

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Post #: 143
what - 3/7/2003 11:58:26 AM   
chief


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I should send them back for R & R after they lose a vehicle, I'll bet they'll even want me to supply them with a ride also. Never happen.:D :D :D :) :cool:

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Post #: 144
- 3/7/2003 11:14:16 PM   
RockinHarry


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well...noone interested in play testing the changed H2H OOB files from previous page (9)? :confused:

As said..it just has the crew unit edited (weapon slot2 + Inf-AT class) and otherwise is 100% compatible with the "H2H ce" version OOBs.;)

So I think you guys want to stick with the gamey crews?? :D :D

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Post #: 145
- 3/8/2003 12:51:59 AM   
VikingNo2


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I'll play test where do I get them again?

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Post #: 146
Soviet 57mmATG and APCR - 3/8/2003 6:46:29 AM   
Gallo Rojo


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Will Soviet 57mm ATG and SU-57 carry APRC Ammo in the newest version?

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Post #: 147
Re: Soviet 57mmATG and APCR - 3/8/2003 7:52:39 AM   
Belisarius


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[QUOTE]Originally posted by Gallo Rojo
[B]Will Soviet 57mm ATG and SU-57 carry APRC Ammo in the newest version? [/B][/QUOTE]

Sure hope not... :rolleyes: The SU-57 is l e t h a l considering it's points worth already....

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Post #: 148
Re: Soviet 57mmATG and APCR - 3/8/2003 8:03:07 AM   
Panzer Leo

 

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[QUOTE]Originally posted by Gallo Rojo
[B]Will Soviet 57mm ATG and SU-57 carry APRC Ammo in the newest version? [/B][/QUOTE]

4 rounds for the towed gun, none for the ZIS-30...I don't know of APCR rounds produced by Russians for the British/US 57mm gun of the SU-57...if someone has a reference, I can think it over :)

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Post #: 149
- 3/9/2003 10:56:28 PM   
Alby


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[QUOTE]Originally posted by rbrunsman
[B]V2, you really don't like crews do you?;) [/B][/QUOTE]

Me Niether! KIll em all!!!
LOL

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Post #: 150
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