Unit Icon Functions

Post new mods and scenarios here
User avatar
Dr. Foo
Posts: 666
Joined: Mon Aug 30, 2004 11:20 pm
Location: Honolulu, Hawaii

Unit Icon Functions

Post by Dr. Foo »

Can the functions of a NATO icon be modded? It's always bothered me that the Marine icon does not have airmobile capabilities. I was a Marine and I spent more time on Helos than a AAV's. I was on the USS Tripoli an LHA. I know, I can use the airmobile icon and name the unit 3rd Battalion 7th Marines or whatever, but I'd like to use the Marine icon...if possible.
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Raindem
Posts: 690
Joined: Sat Jul 15, 2000 8:00 am
Location: Arizona

RE: Unit Icon Functions

Post by Raindem »

Short answer is no. Icon functions cannot be changed. But there is a great new tool for scenario designers in TOAW 4. A secondary icon can be assigned to a unit in the editor. The unit will continue to display the primary icon (Marine) while including the additional attibutes of the secondary icon (airmobile).
Grab them by the balls. Their hearts and minds will follow.
User avatar
Dr. Foo
Posts: 666
Joined: Mon Aug 30, 2004 11:20 pm
Location: Honolulu, Hawaii

RE: Unit Icon Functions

Post by Dr. Foo »

ORIGINAL: Raindem

Short answer is no. Icon functions cannot be changed. But there is a great new tool for scenario designers in TOAW 4. A secondary icon can be assigned to a unit in the editor. The unit will continue to display the primary icon (Marine) while including the additional attibutes of the secondary icon (airmobile).

Huh! Tell me more, how to I do this. Wow, great news!
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Oberst_Klink
Posts: 4839
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Unit Icon Functions

Post by Oberst_Klink »

ORIGINAL: Dr. Foo

ORIGINAL: Raindem

Short answer is no. Icon functions cannot be changed. But there is a great new tool for scenario designers in TOAW 4. A secondary icon can be assigned to a unit in the editor. The unit will continue to display the primary icon (Marine) while including the additional attibutes of the secondary icon (airmobile).

Huh! Tell me more, how to I do this. Wow, great news!
If you give me a few minutes, Magnum, I will give you an example...

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
Oberst_Klink
Posts: 4839
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Unit Icon Functions

Post by Oberst_Klink »

Klink, Oberst

Image
Attachments
cats.jpg
cats.jpg (123.21 KiB) Viewed 405 times
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
Oberst_Klink
Posts: 4839
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Unit Icon Functions

Post by Oberst_Klink »

And there you go! The pesky Border Guards have now the special Guerilla capabilities!

Klink, Oberst

Image
Attachments
cats.jpg
cats.jpg (249.88 KiB) Viewed 405 times
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
Dr. Foo
Posts: 666
Joined: Mon Aug 30, 2004 11:20 pm
Location: Honolulu, Hawaii

RE: Unit Icon Functions

Post by Dr. Foo »

Awesome thanks!
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Oberst_Klink
Posts: 4839
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Unit Icon Functions

Post by Oberst_Klink »

Image
Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
rhinobones
Posts: 1919
Joined: Sun Feb 17, 2002 10:00 am

RE: Unit Icon Functions

Post by rhinobones »

ORIGINAL: Oberst_Klink

Very interesting modification.

If I were to build a 1860s scenario at 100 yards/hex, could I use this function to give infantry ranged attack values? Much like assigning artillery attributes to infantry.

Regards, RhinoBones

Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Oberst_Klink
Posts: 4839
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Unit Icon Functions

Post by Oberst_Klink »

ORIGINAL: rhinobones

ORIGINAL: Oberst_Klink

Very interesting modification.

If I were to build a 1860s scenario at 100 yards/hex, could I use this function to give infantry ranged attack values? Much like assigning artillery attributes to infantry.

Regards, RhinoBones

Well, the only way to check it out is... to try it. After all, it would be interesting to see how ranged combat (as in musketry fire) works; rather than always assaulting (melee).

Klink, Oberst

P.S. For some reason, the picture I attached, doesn't show up here, or does it?
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

ORIGINAL: Oberst_Klink

P.S. For some reason, the picture I attached, doesn't show up here, or does it?
Yes
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

hmmm, this function seems to have its limits. I was messing around to see if I could create torpedo boats which could move in deep, shallow, and river waters, so I create a "PT Boat" unit with both the light naval and riverine icons, with the hope that it would result in a unit that could move in all of these types of water, like the combination of the light naval and riverine units. Didn't work...

So there is no naval unit which can move in both shallow and deep water? I know this isn't a naval simulator, but seems odd...
User avatar
larryfulkerson
Posts: 41193
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: Unit Icon Functions

Post by larryfulkerson »

ORIGINAL: 76mm

hmmm, this function seems to have its limits. I was messing around to see if I could create torpedo boats which could move in deep, shallow, and river waters, so I create a "PT Boat" unit with both the light naval and riverine icons, with the hope that it would result in a unit that could move in all of these types of water, like the combination of the light naval and riverine units. Didn't work...

So there is no naval unit which can move in both shallow and deep water? I know this isn't a naval simulator, but seems odd...
Have you tried to give a riverine unit a secondary icon of naval unit?
If you need to put warheads on foreheads who you gonna call? An FO...just one will do.
User avatar
sPzAbt653
Posts: 9948
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Unit Icon Functions

Post by sPzAbt653 »

naval unit which can move in both shallow and deep water?
I think the Amphibious Icon can. No idea if it would do what you want.
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

ORIGINAL: larryfulkerson
Have you tried to give a riverine unit a secondary icon of naval unit?
Yes, that's what I tried to describe above.
ORIGINAL: sPzAbt653
I think the Amphibious Icon can. No idea if it would do what you want.
ooh, good idea, I'll try that. I have no idea if it will do what I want either!
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

Adding an amphib secondary icon (with light naval as primary icon) also does not help...so far I don't see any way to create a naval unit which can enter both shallow and deep water (as a torpedo boat could).

If you can make Marines fly by giving them an airmobile secondary icon, it seems odd that you can't make naval vessels go into shallow water...
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

I've played around with this a bit more, and can't get Marines to fly either...has anyone successfully used this secondary icon feature? Either it doesn't work or I'm doing something wrong...

User avatar
larryfulkerson
Posts: 41193
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: Unit Icon Functions

Post by larryfulkerson »

has anyone successfully used this secondary icon feature?
I gave an engineer unit a secondary icon of arty and that enabled it to fire their mortars at a range of 1. Not much of an improvement I know but it did give the unit an "R" on the unit display.
If you need to put warheads on foreheads who you gonna call? An FO...just one will do.
User avatar
76mm
Posts: 4765
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Unit Icon Functions

Post by 76mm »

I'm guessing that equipment features also need to be compatible and are "hard wired". In other words, a river patrol boat simply cannot go in deep water, whatever icon(s) it has, and a destroyer cannot go in shallow water, whatever icon(s) it has...

Kind of like giving an Engineer unit a secondary icon for artillery will work, but presumably only if the unit has artillery equipment in it.

Will play around with this a bit more, see if I can figure it out.



User avatar
sPzAbt653
Posts: 9948
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Unit Icon Functions

Post by sPzAbt653 »

I would think you are correct, because I wouldn't assume that if you give a Jet Icon to an Infantry Icon that the Inf unit could then fly. I haven't tried it though.
Post Reply

Return to “Mods and Scenarios”