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More Core units in Campaigns

 
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More Core units in Campaigns - 10/8/2001 6:46:00 PM   
sebagonzalez

 

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From: Uruguay
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It´s been little more than a month since i have been playing this awsome game. Mostly i played scens, and now i was wondering to make a campaign. But after playing 2 scens of an already user made camp i didnt notice any way to buy more core units between scens, since u r given points just to repair or change them, but not to add, and then u get support turns but this units, as correctly stated in the manual, dont stand to the next scen. Is there any way to be able to add more core units during the campaign? Since i have been wondering, and already started a huge Italian campaing since the invasion of Southern France in 1940 to.....? who knows. And to start the campaign i just gave the player enough points just to make a small group, more likely a frontier group tasked to take inmidiate points along the Italian-french frontier. But as i get more inside Southern France i will need to add more units and so beyond that date so, i would apreciate any help about this subject, since to be able to continue i need to know how to add more core units. Also, i would apreciate too any help u can give me, websites with information about WW2 battles, as well as articles about campaign design, since in this first phase i am managing the campaign in a semi-non historical Way. I tasked this italian group to first breach the frontier and no it is heading to the road junction that goes to Niza and Monaco (i will continue to Niza).

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- 10/8/2001 7:29:00 PM   
Larry Holt

 

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The game does not provide a means to add core units during the game. If anyone has found a way to hack this and make the game accept more core units, I'd like to hear about it.

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Post #: 2
- 10/9/2001 1:47:00 AM   
Charles2222


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SPWW2 plans on their V.5 having that feature (due this month).

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Post #: 3
- 10/9/2001 2:19:00 AM   
Halgary

 

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Buy lots of cheap units (trucks etc.) and then later convert them into something more expensive, such as tanks.

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Post #: 4
- 10/9/2001 3:22:00 AM   
john g

 

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quote:

Originally posted by Halgary:
Buy lots of cheap units (trucks etc.) and then later convert them into something more expensive, such as tanks.
Since for the long campaign and the WWII campaign the opposing force is just a multiple of the player force, you might as well buy all the units you need at the start and then just upgrade them as you go along. If the ai has 2x your force it doesn't matter if it is 2x the origianl force or 2x the force with units added, it will still be 2x your force.
thanks, John.

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- 10/9/2001 6:05:00 AM   
ruxius

 

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I too would be very interested about some hidden procedures to work on Core units files..that would be a new era giving the editor the chance to allow multiple switches and customizable core forces...

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- 10/9/2001 7:14:00 AM   
AmmoSgt

 

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When I start a campaign I like to create Infantry units out of scouts tanks units made up of the cheapest armor( usually light scout cars ) anything cheap that will have an arty rating for arty, and the cheapest smallest transports possible . I almost always end up with 200 units, and alot of the infantry and recon starting units can be elite, which helps with the experience loss when you upgrade them early ... while having that 200 units for the campaign itself is nice ..it also means you get to use a wider variety of units and makes the pain and agony of deciding what to upgrade with the rebuild points more plesurable . and it means you usually take higher casualities as smaller units are easier to wipe out which also delays that point in the campiagn where you have more points than you need and you have to fight the urge to turn everything in to the latest supertank, best gun, best armed infantry unit, whatever ... the mix of the cheapest early in the campaign and the best later in the game also gives you a little better variety of tactical options as the campaign progresses

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- 10/9/2001 8:13:00 AM   
FunkyMonkey

 

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200 Core units? Wowser.... how long are your games? I don't even start with 100 pretty sure. Having too many core units can be a detriment to the game though because I found that if I have too many units, it eliminates the threat of getting flanked or the need to have a reserve to fill in gaps. The map is too small usually for such huge number of units. I found that 3 recons, 20 tanks, 20 infantry, 6 scouts, 8 artillery, 20 half-tracks usually do the trick.

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- 10/9/2001 8:02:00 PM   
Warhorse


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I play also with 200 or so units, as far as map size, all I can say is, HACK IT!! I make my own maps now for every battle, usually at least 100x140, so theres plenty of maneuver room, but mostly the largest I can make. Have a friend buy/deploy the enemy, and you are in for a treat!

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Mike Amos

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Post #: 9
- 10/9/2001 10:52:00 PM   
Charles2222


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I should've made myself more clear. What SPWW2 is planning to add, is not a hack, but the feature of being able to add units to your core as you progress in the campaign.

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Post #: 10
- 10/9/2001 11:56:00 PM   
Warhorse


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Charles, you were clear enough!! I was referring to the map size, though

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Post #: 11
- 10/10/2001 12:12:00 AM   
sebagonzalez

 

Posts: 156
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From: Uruguay
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This core units limit just sucks. I want to start a campaign where u just start getting a small Frontier group and then by the years u see it grow as long as u do well and advance. Why such a small but usefull feature is not added to the game? I readed the option of making a large force from the beggining, but the idea of my campaign is a small group in small maps that by the time grows more and more. Hope anybody can find out, Matrixgames programmers or users, to make people available to create campaigns were u can add more core units by the time.

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Post #: 12
- 10/10/2001 12:59:00 AM   
Charles2222


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Warhorse: Oh no, I wasn't responding to your post, rather everybody in general. My original information was spanning off of Larry's post, and then sometime later it had occurred to me that Larry spoke about both a hack and adding units to core, but my original reply was focused on only the bit about adding to the core but I didn't specify that.

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Post #: 13
- 10/10/2001 2:05:00 AM   
ruxius

 

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From: ITALY
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As I told you I understand your point..actually there is no option for that...
A core units manager extending the campaign editor is a topic that the ones who need it have to struggle for Matrix's interesting
...especially to both of us it's a must we have to pursue !

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Italian Soldier,German Discipline!

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Post #: 14
- 10/10/2001 7:03:00 AM   
AmmoSgt

 

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I often have 100 units stacked up in my rear that i don't use ..usually unarmed trucks sometimes even Raft Units in the 7.0 version because they are cheap ,,they are place holders for later units in later games in the campaign , so i can expand my cored when i want to/ have the points

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"For Americans war is almost all of the time a nuisance, and military skill is a luxury like Mah-jongg. But when the issue is brought home to them, war becomes as important, for the necessary periods, as business or sport. And it is hard to decide which

(in reply to sebagonzalez)
Post #: 15
- 10/10/2001 4:28:00 PM   
Mikimoto

 

Posts: 511
Joined: 11/6/2000
From: Barcelona, Catalunya
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quote:

Originally posted by AmmoSgt:
I often have 100 units stacked up in my rear that i don't use ..usually unarmed trucks sometimes even Raft Units in the 7.0 version because they are cheap ,,they are place holders for later units in later games in the campaign , so i can expand my cored when i want to/ have the points
Hi AmmoSgt.
Good idea, good solution. But it would be better be able to buy whole companies later in the campaign, not a lot of independent platoons, specially with C&C on. And for historicity lovers. You start the war as a company commander and end the war as a batallion/regimental colonel.

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Post #: 16
- 10/10/2001 7:41:00 PM   
Larry Holt

 

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From: Atlanta, GA 30068
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It seems to me that the characteristic of "core" for a unit is maintained in the dat file. It should be possible to buy support forces for a battle then while they are still in the total force (before they disappear at the end of a battle) edit the dat file to change them from support to core. They key is knowing which bit(s) are involved and what the values are. This is similar to the way that the editor allows you to change a unit's experience, etc. in a battle. Heck, you can take a unit that is damaged (but not dead), edit its damage to zero, resore its speed and its back to normal. The editor is that powerful. Ecitizen are you out there?

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Never take counsel of your fears.

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Post #: 17
- 10/10/2001 8:04:00 PM   
Warhorse


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Larry, although the idea might just work, I would advise against editing your campaign at any point other than just after deploying!! If you do, it will mess up your campaign scoring tally, unless that's been fixed now. I just did this with my poor Bulgarians, because their exp. and morale at start is so bad, they were grossly ineffective as a fighting force, so halfway into the second battle, I upped both!! Guyess I'll find out, huh?

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Mike Amos

Meine Ehre heißt Treue
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Post #: 18
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