From: The Divided Nations of Earth
Where to begin?
The logical place to begin would appear to be with the Device tab. Within that there is a manifold problem. Some fields contain radically different types of data relative to what type of device it is in reference to. For instance, the "range" field seems to apply differently to guns than it does to, say, Depth Charges (just to provide one example of the problem we are facing). So some fields may have more than one type of data associated with them. Therefore, in providing a guide to each field we will need to determine how each device fits into the schemata of each field.
So let's begin with the device tab. The logical next step is to look at the first field in that tab. So let's begin there:
THE DEVICE TAB
Name: This is the name of the device and poses no special problem as far as I can tell. There is a 20 character limit to how long a name can be.
Type: This is the type of device. Since there is a drop down menu of the types, this field doesn't appear to be especially problematic either. (feel free to interject if I'm wrong)
Upgrade: this is the upgrade path of the device. Again no special problem that I see here.
Side: This is the side which may use the device. The values are Japanese, Allied, or Both. The vast majority of devices are associate with either one side or the other. Only a few devices appear to be usable by both sides simultaneously. Industry, support and engineer squads and a few standard bombs seem to be the only devices that have a "side" of "both".
Available: denotes the month and year the device becomes available. NOTE: Here it would be useful to know what the maximum and minimum values for "available" can be. A few other things to note: if a device is set to an availability date before the beginning of the scenario, it will appear on the first turn. If a device is set to be available the date of the first turn, it will appear at the end of the first turn. Once a device becomes available it will begin to populate the device pool according to either the build rate or be produced by factories.
End Date: denotes the month and year the device will stop being produced by factories or through the build rate.
Can Build: NOTE: Here's my first hurdle. What does "can build" mean? Can anyone clarify?
Build Rate: Denotes the monthly rate at which the device is produced. A build rate of 30 would mean that the number of the device in the pool increases by a rate of one per day. A build rate of 15 would mean that it increases by one every two days. And so on.
Pool: is the number of that particular device which are available in the pool at the start of the scenario.
Range: The value for range depends to some degree upon the device type. For guns, range is the maximum range per thousand yards of the gun. For depth charges it is maximum depth in feet. for radar range is ____________
Accuracy: Here is where the fun begins...obviously accuracy is the accuracy of the weapon. Here is the first point in our guide where some discussion will be necessary before proceeding further. Things to note: The highest value for accuracy in stock scen 1 is 168 for squid and hedgehog. The lowest value is 1 for several large artillery pieces in the game. The higher the accuracy the more chance the weapon will score a hit. The lower the accuracy the less chance. Accuracy for naval devices is broken into separate value groups for surface combat weapons, AA weapons and ASW weapons.
Penetration: The maximum armor in mm the weapon can penetrate. This value seems to apply mostly to guns. Although air search radars have a "penetration" value, usually of 500, this value is not utilized at all by the air search radars and may be a left over from the original WITP.
Effect: The amount of damage caused by the device. Every device except for industry items and squads seems to have a value for effect. For guns and bombs effect is typically the weight of the shell in pounds. Note: Machine guns and automatic cannons appear to be an exception to this rule. Possibly the effect for automatic weapons is a function of weight of ammo expended in a certain time frame. The function of effect for radars is unclear.
Ceiling: Ceiling generally seems to apply exclusively to AA and DP guns. Non AA or DP weapons will have a value of 0 here. This value is simply the maximum height to which the weapon can engage aircraft targets.
Armor: Mostly pertains to AFVs and some CD guns, and is supposedly armor in millimeters, though it is unclear to me how the numbers for AFVs are arrived at. Is it some sort of function of just frontal armor, an amalgamation of armor from different sides?
Dud Rate: This value is almost exclusive to torpedoes, although the 3inch Trench Mortar has a dud rate of 70 as well. The dud rate is the percent chance of a hit not exploding. The higher the percent the greater the chance the weapon will not explode when a hit is scored.
Cannon is MG:
EDIT: I'm changing the colors. Red represents a field that still needs some demystification and blue represents a field that appears to be relatively demystified or otherwise clear in its purpose and values.
< Message edited by Gary Childress -- 9/14/2013 11:58:29 PM >