I wonder how valid is the assumption that units will freely share transportation assets. IMO would be better if this was an option that a scenario designer could turn on or off.
It's a scenario for beginners, it is meant to be one sided in order to learn simple gameplay. I've been playing the version saved with the IV editor and think it is a hoot! Seems to model history well. The German military of 1945 was a far cry from the force that invaded Poland in 1939. :D Bbbwwaaa...
But I don't want you to move them normally! ;) The version linked in post #2 was saved with IV, so no need to take the extra step. I think maybe all those that Larry posted in that thread have been saved with IV. Gee, I guess I can't convince you to add a couple of Japanese midget submarines as an ...
There is an editor's manual. The thing is, there are several specialized topics like the events editor, naval ratings, and now the upcoming hierarchy settings that could use their own guides. :D You mean those sections in the manual?, sure but they arent alone really that helpful a centralized guid...
The thing is, there are several specialized topics like the events editor, naval ratings, and now the upcoming hierarchy settings that could use their own guides.
It's a scenario for beginners, it is meant to be one sided in order to learn simple gameplay. I've been playing the version saved with the IV editor and think it is a hoot! Seems to model history well. The German military of 1945 was a far cry from the force that invaded Poland in 1939. :D Would on...
In general, losses should be higher for small unit scenarios with turn lengths that represent shorter durations of time (losses tend to flatten over longer periods of time). IRL, loss rates drop as the echelon of the unit grows larger, but that is because of the larger number of personnel not direct...
Not sure if this will answer part of your question. A key bit in that explanation is the "exposed to fire". Higher odds in terms of antipersonnel totals versus defense strength totals means more of the equipment will be "exposed to fire". The game's engine uses the ratio of the A...
Showing "motorized movement" doesn't look correct. That is value "4" in Flag 1 of the equipment definition; the standard value for rail repair there is "2" meaning "moves slowly without transport". So you can try to give those units some trucks or change their...
pretty much thats what i did, i just modified the vehicle ton weight, and increases a little the anti personnel value since its a newer vehicle Antipersonnel rating should be 51, the sum of 27 for the heavy machine gun and 24 for the grenade launcher. But small variations won't change much, if anyt...
Minor consideration is that you may wish to use arid hexes vs clear hexes in some areas. I was on Crete once and it is very arid just inland from the coast. More serious, I saw many units that showed 0/0 quantities for some equipment. That doesn't look correct at all. In some cases, those entries du...
Ok. Unfortunately, nothing works - this scenarios hangs in loading in the game and in the editor and does not open. I waited 10 minutes - do I really have to wait even longer? I changed the encoding of your file from Unix to Windows, but after that the game immediately said that it cannot open this...
The U.S. vs NATO. That would be an interesting scenario. U.S. is part of NATO. U.S. vs EU works better as a premise. :D Oh my gosh I didn't even notice that! Therefore my post was irrelevant so I deleted it. There was a work of fiction in the 1990s that dealt with a US-EU conflict centered on Polan...
Create a handcart piece of equipment that has transport capability and can be tranported by air. Then add however many to the airborne unit until it can move as required. Cheers Oh it isnt that when they are flying they have 1movement, its when they are boots on the ground Understand, but the equip...