Civil War mod idea/dilemma

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TAIL_GUNNER
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Civil War mod idea/dilemma

Post by TAIL_GUNNER »

Got a wild hair to do a Civil War mod for West Front using the old Talonsoft Civil War Battleground games as a base-plate.

Some concessions have to be made, but would like unit facing to be implemented.

No problem, I thinks...just make all units "armored" and use the optional armored facing rules as a substitute.

But there is a problem....."wrecks" will pile up and block LOS.

Any ideas on how to work around this?

Thanks!


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Jason Petho
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RE: Civil War mod idea/dilemma

Post by Jason Petho »

Excellent question!

..and something to ponder.

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RE: Civil War mod idea/dilemma

Post by TAIL_GUNNER »

Well I found something interesting in the main.pdt file:

2
West Front
6 250
6 24 12 6


The fourth line, according to Warhorse's "Main.pdt Explained":

"The first 6 is the maximum UNITS allowed per hex. The 24 is
maximum STRENGTH POINTS allowed per hex. The 12 is Maximum Strength Points
per Road , any more than this number negates road, railroad path movement
through the hex."

Now the fourth number, the number "6" is not explained....however, it seems a strange coincidence that the number of wrecks that will block LOS is SIX!

Will test...........
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RE: Civil War mod idea/dilemma

Post by TAIL_GUNNER »

The mystery "6" is indeed related to the amount of wrecks which will block LOS.

If I put some large number like 1000 and added wrecks in the scenario editor, the actual number displayed would be some huge negative number.

Working down, I found that 10 worked, then tried 24...and something interesting happened.

With 24 I was no longer able to add wrecks in the scenario editor...nor would they be counted.

Interesting!
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Warhorse
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RE: Civil War mod idea/dilemma

Post by Warhorse »

Try raising the 24 in the SP slot, see if it allows it then?
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TAIL_GUNNER
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Joined: Mon Jun 14, 2004 1:33 pm

RE: Civil War mod idea/dilemma

Post by TAIL_GUNNER »

Good catch...

Raising max SPs per hex to 32 and max wrecks to 12 allows me to place exactly 20 wrecks per hex.

So it would appear if I keep these two numbers equal, the effects of wrecks will be negated....at least that's what I hope.



Decided I'll attempt to convert BG: Gettysburg first.
125 meter hexes, 15 minutes per turn.
Still undecided on what scale for units to use...for cannons I'm leaning toward 2-gun sections...only for the fact the CSA had such a wide diversity in their batteries...the North was nice and streamlined though. Intend to simulate many types of new units...the old games basically just had troops, artillery, cavalry....yawn.

The old TS titles used regiments for the troops and batteries for cannon....I do not like the 25-man strength points they used....I'm thinking 10 instead. Might even go battalion level instead.

Don't mind me...just musing.
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RE: Civil War mod idea/dilemma

Post by Warhorse »

Musing is good, did a lot of that whilst making the Korean War and K'talan Mods!
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