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Replacement 1%/2% question

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Replacement 1%/2% question - 6/11/2019 2:46:51 PM   

Posts: 3985
Joined: 2/23/2009
From: United States
Status: offline
Per the manual:

17.10.1. Default Replacements
If you choose, you can set 1% or 2% Replacements from the Edit / Set Replacements menu item. If you do this, 1% or 2% of your total starting Force inventory of each item will be replaced each Turn.

I have some units that in the future will get upgrades, for example the scenario starts in 1939, and over time new equipment is desired to be add, but the at start TOE has some systems set to 0.

Here is a small example:

<EQUIPMENT ID="18" NAME="75mm Howitzer" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="19" NAME="37mm AA Gun" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="Ferry-Bridging Team" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="21" NAME="Panzerfaust Team" NUMBER="0" MAX="54" DAMAGE="0"/>

The Panzerfaust Teams won't be available till 1943, so when the engine does the 1% or 2% calculation does it include those zeroed (0) out items?

If not then it seems I may have to do this manually in the replacement editor.


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Post #: 1
RE: Replacement 1%/2% question - 6/11/2019 3:19:54 PM   

Posts: 8835
Joined: 5/3/2007
From: east coast, usa
Status: offline
I never even wondered about this! No idea what the answer is, but easy enough to test I think, put 1000 somethings per turn to start on turn 2, then do the 2% thing, then start the game and see what you get on turn 2 [20 or nothing].

(in reply to Zovs)
Post #: 2
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