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No Navigation vs Exclusion Zone`

 
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No Navigation vs Exclusion Zone` - 8/13/2016 9:10:37 PM   
vettim89


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I am sure this has been asked but what is the difference between these two types of zones as far as how they affect units?

I have set up a Baltic Sea Cold war scenario. To keep the NATO player in AI mode from sending his aircraft to certain death, I created a No Navigation zone for aircraft only at roughly the extent of the DDR SAM belt range. However, the FDR Tornadoes won't fire their Kormorans at some FFLs off the East German coast. The planes are at proper altitude and range. The game lets me allocate weapons to these targets, but the aircraft won't fire. I am wondering if the No Navigation zone is the problem. Of note a group of Type 143a patrol boats took out some OSAs in the same area.

I just have a sneaking feeling something in the mechanics is causing this

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RE: No Navigation vs Exclusion Zone` - 8/13/2016 9:11:10 PM   
vettim89


Posts: 3615
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Can provide a screen shot of game save if that would help

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RE: No Navigation vs Exclusion Zone` - 8/13/2016 10:00:42 PM   
Rocksoldier

 

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Yes, if im not wrong if you set the no-nav zone the unit's won't targetsunit inside. A developer can explain you better but it's an engine limitation. (i think manual allocation works, but not auto attack or mission related attack)

< Message edited by Rocksoldier -- 8/13/2016 10:42:11 PM >

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RE: No Navigation vs Exclusion Zone` - 8/14/2016 1:43:59 AM   
dandin384


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I'm not sure about being able to fire into no-navigation zones, it's been awhile since I've used those in scenario editing.

I can speak regarding the difference between the two. The no navigation zone is pretty self explanatory. You don't want any of your units to enter area x for a specific reason. In the majority of cases these are created by the scenario editor. There may be a few instances where players need to create one themselves but I've rarely used them while playing through a scenario. On the other hand, an exclusion zone is something I like to use in larger scenarios to help manage contacts.

An example explains this better. Say you have a carrier sailing around, and you want any undersea contact that gets within 20 nautical miles to be considered hostile and engaged by escorts or ASW patrols. This is achieved by creating a reference point box around the carrier and fixing those points to the unit, so they move with the ship. (You can layer these, shape them based on the area of operations, etc) but a big box works just fine here. Create an exclusion zone under the mission menu that effects only subs and set mark violators as hostile. Now any sub that strays into this box will be engaged within the WRA's and WCS you've set up.

In large scenarios this takes away some micromanagement of protecting assets. This same setup can be applied to airbases, buildings, piers, pretty much anything. You can even use the event editor and a unit enters area trigger to send you a special message when a breach occurs. When used correctly, exclusion zones can help quite a bit, at least in my experience.

Hope that helped!

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RE: No Navigation vs Exclusion Zone` - 8/14/2016 6:30:05 AM   
ComDev

 

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Savegame, please?

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Developer "Command: Modern Air/Naval Operations" project!

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RE: No Navigation vs Exclusion Zone` - 8/14/2016 8:20:10 PM   
vettim89


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quote:

ORIGINAL: emsoy

Savegame, please?


As you wish

Attachment (1)

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RE: No Navigation vs Exclusion Zone` - 8/15/2016 6:21:47 AM   
vettim89


Posts: 3615
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I have played this several times and it does seem AC will not launch weapons into a No Nav zone. I think I just have to accept this as the way the game works.

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"We have met the enemy and they are ours" - Commodore O.H. Perry

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