Matrix Games Forums

Characters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Deal of the Week: Combat Command Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer CorpsNew Strategy Titles Join the FamilyTablet Version of Qvadriga gets new patch
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

creating immobile units in AT Gold

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> creating immobile units in AT Gold Page: [1]
Login
Message << Older Topic   Newer Topic >>
creating immobile units in AT Gold - 5/29/2012 6:26:45 PM   
mgaffn1

 

Posts: 164
Joined: 11/20/2009
Status: offline
Anyone here know how to create immobile units (flak towers, shore gun emplacements) that actually STAY IMMOBILE when the AI plays them?

I created several SFTypes with their own "immobile" group, that corresponded in the land type screen. I even increased the units weight to 999, just to make it impossible to transfer.

When I played it myself, it worked perfect: the units were unable to move - the movement button was greyed out. When I changed regimes, and let the AI play them, the AI moved these units all over the place - short distances, far distances, rough terrain, on roads, nothing seemed to matter. Makes me wonder if there is some sort of "cheat" the AI gets for movement. I scrolled through the settings screen under AI & didn't see any settings that would effect this...

any ideas?
Post #: 1
RE: creating immobile units in AT Gold - 6/1/2012 12:16:11 AM   
Bombur

 

Posts: 2637
Joined: 7/2/2004
Status: offline
You don´t make units impossible to transfer by increasing they weight. They still can be moved by LANDCAP or SEACAP. They simply cannot be mobilized.

(in reply to mgaffn1)
Post #: 2
RE: creating immobile units in AT Gold - 6/1/2012 11:41:46 AM   
Josh

 

Posts: 2255
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline
I still think it's a nice addition, build immobile Flaktowers or shore guns. Well you can already actually by building a bunker and placing stuff in it, but still... nice idea.

(in reply to Bombur)
Post #: 3
RE: creating immobile units in AT Gold - 8/27/2012 12:23:21 AM   
CSO_Talorgan


Posts: 654
Joined: 3/10/2007
Status: offline
How would you create land- and sea-mines?

(in reply to Josh)
Post #: 4
RE: creating immobile units in AT Gold - 8/27/2012 1:31:36 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline

quote:

ORIGINAL: CSO_Talorgan

How would you create land- and sea-mines?

Look at the scen GPW. Basically u set auto destroy on attack/defend.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to CSO_Talorgan)
Post #: 5
RE: creating immobile units in AT Gold - 8/27/2012 1:32:07 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline

quote:

ORIGINAL: CSO_Talorgan

How would you create land- and sea-mines?

Look at the scen GPW. Basically u set auto destroy on attack/defend.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to CSO_Talorgan)
Post #: 6
RE: creating immobile units in AT Gold - 8/27/2012 4:27:42 PM   
CSO_Talorgan


Posts: 654
Joined: 3/10/2007
Status: offline
Attack of the three letter acronyms.

"Great Patriotic War" available here http://www.advancedtactics.org/scenariobank.php?taglink=2 ?

OK, how about electric fences, as used by the French in Algeria?

(in reply to bwheatley)
Post #: 7
RE: creating immobile units in AT Gold - 8/27/2012 4:58:21 PM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
No idea how you'd do an electric fence. If you wanted to just slow down movement you could make a land type called fence that would slow units down but not sure if that would work right or do what you wanted.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to CSO_Talorgan)
Post #: 8
RE: creating immobile units in AT Gold - 8/27/2012 5:52:05 PM   
CSO_Talorgan


Posts: 654
Joined: 3/10/2007
Status: offline
That's actually a pretty good idea. Thanks.

(in reply to bwheatley)
Post #: 9
RE: creating immobile units in AT Gold - 8/28/2012 10:41:10 AM   
lion_of_judah


Posts: 1239
Joined: 1/8/2007
Status: offline
I did this by making a garrison SFT unit. You will have to make a new movegrp though and also make sure for each terrain type you make the movement cost "999". this will prevent the unit from moving. My mistake was when i added mortars and machineguns into the unit, then it could move. So don't add any other items to your unit.

(in reply to mgaffn1)
Post #: 10
RE: creating immobile units in AT Gold - 11/30/2012 12:14:06 AM   
CSO_Talorgan


Posts: 654
Joined: 3/10/2007
Status: offline
OK

Cheers!

(in reply to lion_of_judah)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> creating immobile units in AT Gold Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.102