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Mouvement points in the editor

 
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Mouvement points in the editor - 5/2/2014 9:27:08 PM   
Micke II


Posts: 218
Joined: 9/15/2007
From: Paris France
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I am facing with a embarrasing problem.

I create a new unit in the editor and determine the MP for this unit, let say 8 MP for a german infantry division.
During the first turn of the scenario the unit moves effectively 8 MP but during the first turn of the Soviet
the russian infantry units have double MP ie 16 as well as the german units during their second turn.

How to solve this problem and to keep the MP of the units at 8 MP ?

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RE: Mouvement points in the editor - 5/5/2014 6:42:37 PM   
Red Lancer


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I'm afraid you can't - I too have tried and failed.

MPs are hardcoded although you can set them in the Editor on T1.

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John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to Micke II)
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RE: Mouvement points in the editor - 5/7/2014 11:05:36 AM   
Micke II


Posts: 218
Joined: 9/15/2007
From: Paris France
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quote:

ORIGINAL: Red Lancer

I'm afraid you can't - I too have tried and failed.

MPs are hardcoded although you can set them in the Editor on T1.


OK thank you. It's was also my observation.

I have 4 others questions:
1/ how is it possible to determine the number of trucks in the pool ?
2/ How is it possible to damage some part of the railway network with the editor ?
3/ how is possible to determine the level of the railway capacity in a new scenario ?
4/ How is possible to reduce the supply level for one side and not the other ?

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RE: Movement points in the editor - 5/7/2014 4:05:00 PM   
Red Lancer


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Joined: 11/16/2005
From: UK
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quote:

ORIGINAL: Micke II


1/ how is it possible to determine the number of trucks in the pool ?
Go to Ground Element 1483 - Vehicles - set numbers in pool for each side

2/ How is it possible to damage some part of the railway network with the editor ?
Select hex and Hotkey-d

3/ how is possible to determine the level of the railway capacity in a new scenario ?
It's irrelevant - all parts of a working network are effectively in 100% supply

4/ How is possible to reduce the supply level for one side and not the other ?
Reduce HI Factories but I advise against it. Use Logistics Level as a game option.



< Message edited by Red Lancer -- 5/7/2014 9:34:32 PM >


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John
WitE2 Asst Producer
WitE & WitW Dev

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RE: Movement points in the editor - 8/6/2014 8:09:46 AM   
gunhojr

 

Posts: 56
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what is t1 in editor where can i find this to check it out thanks

(in reply to Red Lancer)
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RE: Movement points in the editor - 8/6/2014 9:15:05 AM   
Red Lancer


Posts: 4045
Joined: 11/16/2005
From: UK
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T1 = Turn 1.  It means you can artificially set high MPs at the start but after that they will revert to normal levels. 

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to gunhojr)
Post #: 6
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