Rasputitsa
Posts: 2903
Joined: 6/30/2001 From: Bedfordshire UK Status: offline
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quote:
ORIGINAL: Peter123 quote:
ORIGINAL: Rasputitsa I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later. I personally think that free split and merge of units, even with zero delay and keeping track of the units is a more elegant way of representing the concentration and dispersion of force than stacking. Stacking is necessary in boardgames, but I dont understand why almost every computer wargame uses the same method. Many counters to check and move unnecessarily. But must only be me. The text I have is : [UnitSplitting] FreezeTimeModifierAfterUnitSplit_Land = 0.1 CostModifierOfUnitSplit_Land = 0.1 Haven't tried to set 0, but above setting allows a move in the next turn and a small cost, I suppose the justification is to stop over-use of split/merge, but thanks for the thought, the flexibility you get from this gives a more realistic control of units. The value of the TOF system is that it more realistically matches the strategic scale of the game, having hundreds of units on a map is not realistic, as no High Command ever worked at that level, but was mainly dealing with Corps and Divisions, but with the occasional ability to create detachments.
< Message edited by Rasputitsa -- 5/17/2013 3:09:32 PM >
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