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Unit Icon Functions - 11/29/2017 5:05:21 PM   
Dr. Foo


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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.

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RE: Unit Icon Functions - 11/29/2017 5:10:35 PM   
Raindem

 

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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).

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RE: Unit Icon Functions - 11/29/2017 5:12:18 PM   
Dr. Foo


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quote:

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!

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RE: Unit Icon Functions - 11/29/2017 5:13:19 PM   
Oberst_Klink

 

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quote:

ORIGINAL: Dr. Foo


quote:

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

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RE: Unit Icon Functions - 11/29/2017 5:19:22 PM   
Oberst_Klink

 

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Klink, Oberst




Attachment (1)

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Post #: 5
RE: Unit Icon Functions - 11/29/2017 5:25:51 PM   
Oberst_Klink

 

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

Klink, Oberst




Attachment (1)

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RE: Unit Icon Functions - 11/29/2017 5:44:57 PM   
Dr. Foo


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Awesome thanks!

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RE: Unit Icon Functions - 11/29/2017 5:55:55 PM   
Oberst_Klink

 

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Klink, Oberst

< Message edited by Oberst_Klink -- 11/29/2017 5:56:47 PM >


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Post #: 8
RE: Unit Icon Functions - 11/29/2017 8:29:43 PM   
rhinobones

 

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quote:

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



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Post #: 9
RE: Unit Icon Functions - 11/29/2017 8:48:33 PM   
Oberst_Klink

 

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quote:

ORIGINAL: rhinobones


quote:

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?

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Post #: 10
RE: Unit Icon Functions - 11/30/2017 4:27:02 AM   
76mm


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quote:

ORIGINAL: Oberst_Klink

P.S. For some reason, the picture I attached, doesn't show up here, or does it?

Yes

< Message edited by 76mm -- 11/30/2017 4:28:33 AM >

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Post #: 11
RE: Unit Icon Functions - 6/5/2018 3:17:22 AM   
76mm


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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...

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Post #: 12
RE: Unit Icon Functions - 6/5/2018 3:25:13 AM   
larryfulkerson

 

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quote:

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?

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Post #: 13
RE: Unit Icon Functions - 6/5/2018 4:59:51 AM   
sPzAbt653


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quote:

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.

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Post #: 14
RE: Unit Icon Functions - 6/5/2018 11:31:32 AM   
76mm


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quote:

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.

quote:

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!

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Post #: 15
RE: Unit Icon Functions - 6/5/2018 12:19:39 PM   
76mm


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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...

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Post #: 16
RE: Unit Icon Functions - 6/5/2018 12:53:39 PM   
76mm


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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...


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Post #: 17
RE: Unit Icon Functions - 6/5/2018 12:58:37 PM   
larryfulkerson

 

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quote:

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.

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Post #: 18
RE: Unit Icon Functions - 6/5/2018 1:53:02 PM   
76mm


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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.




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Post #: 19
RE: Unit Icon Functions - 6/5/2018 6:45:56 PM   
sPzAbt653


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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.

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Post #: 20
RE: Unit Icon Functions - 6/6/2018 1:26:15 AM   
76mm


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I give up, I wish some of this stuff was less opaque. I went in to the Equipment Editor, chose one of the monitors, edited it to give it both Riverine and Light Naval movement, and then when to the Force editor and created a unit with this equipment and gave it a primary icon for Riverine and a secondary icon for Light Naval. But it can still only move in shallow water.

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Post #: 21
RE: Unit Icon Functions - 6/6/2018 1:31:30 AM   
larryfulkerson

 

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quote:

I wish some of this stuff was less opaque.

+1

TOAW V will surely be a better version for editors and game engine and graphics, etc.

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Post #: 22
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