No AT guns? you gotta be kidding me boy!

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PoorOldSpike
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No AT guns? you gotta be kidding me boy!

Post by PoorOldSpike » Wed Feb 13, 2019 1:55 am

Here's a little scen I threw together in the editor; I'm the Russki defender versus the German AI attacker, 6th Aug 1944.
Jerry is coming down from the north and has breached my river line and I desperately need to buy AT guns to throw in the path of his tanks..

Image


BUT the purchase screen for the AT category (first pic below) contains no cheap AT guns, and I must spend a fortune on expensive tank destroyers!

I went back into the editor (second pic below) and see that the two AT guns I want (45mm and 57mm) are red-X'd which explains why they're not available on the purchase screen.
Furthermore, in the third pic below, the 76mm is also red-X'd and is only artillery class anyway in the game, which is a pity because historically it was also the backbone of the Russki AT gun force when used in the AT role-

So my question is- As I'm not allowed to buy Russki AT guns in Aug 44, am I doing something wrong in the editor, or is the whole unit availability routine at fault?

Image


Below: this is what I need, a few 76.2 jobs like this in the AT role (sniffle)-

Image

GabeKnight
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Re: No AT guns? you gotta be kidding me boy!

Post by GabeKnight » Wed Feb 13, 2019 4:18 am

PoorOldSpike wrote:
Wed Feb 13, 2019 1:55 am
So my question is- As I'm not allowed to buy Russki AT guns in Aug 44, am I doing something wrong in the editor, or is the whole unit availability routine at fault?
Nah, sounds about right what you're doing. Many units have "expiration" dates, you can't buy them after that. The whole Soviet roster won't get any attention until after the respective DLC's released, probably. For the time being, it's best to preplace the AT units in the editor instead of purchasing them.
Or spawn them with a random trigger :wink:

And Bruce was right BTW, you really should do something about your cold...

terminator
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Re: No AT guns? you gotta be kidding me boy!

Post by terminator » Wed Feb 13, 2019 5:47 am

Zis-2 expiry date should be removed :idea:

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Zis-2.JPG
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PoorOldSpike
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Re: No AT guns? you gotta be kidding me boy!

Post by PoorOldSpike » Wed Feb 13, 2019 6:16 am

Thanks guys, maybe there should be an option like in other wargames to make all units "Not date-constrained" so that we can buy whatever we like whenever we like.
Meanwhile I'll have to find a way round it.
Below:76mm gun-

Image

uran21
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Re: No AT guns? you gotta be kidding me boy!

Post by uran21 » Wed Feb 13, 2019 8:56 am

:idea: Since you do not escape from stand-alone scenarios and I bet house rules are not unfamiliar to you what you could do for your own enjoyment is to create scenario composed of Auxiliary troops only. Some of them would be preplaced on the map and the others would be in reserve. Availability and expiry dates do not affect reserve list. So according to your own house rules, you can pull units out of reserve.

PoorOldSpike
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Re: No AT guns? you gotta be kidding me boy!

Post by PoorOldSpike » Thu Feb 14, 2019 8:58 am

Thanks, yes "house rules" seems to be the way to go to bypass any restrictions placed on us by the game system...:)

WarHomer
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Re: No AT guns? you gotta be kidding me boy!

Post by WarHomer » Thu Feb 14, 2019 12:21 pm

PoorOldSpike wrote:
Wed Feb 13, 2019 6:16 am
Thanks guys, maybe there should be an option like in other wargames to make all units "Not date-constrained" so that we can buy whatever we like whenever we like.
Meanwhile I'll have to find a way round it.
Below:76mm gun-

Image
I see no 76mm gun :D

GabeKnight
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Re: No AT guns? you gotta be kidding me boy!

Post by GabeKnight » Thu Feb 14, 2019 10:47 pm

WarHomer wrote:
Thu Feb 14, 2019 12:21 pm
I see no 76mm gun :D
More like 90C? :wink:

PoorOldSpike
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Re: No AT guns? you gotta be kidding me boy!

Post by PoorOldSpike » Fri Feb 15, 2019 6:02 am

uran21 wrote:
Wed Feb 13, 2019 8:56 am
:idea: Since you do not escape from stand-alone scenarios and I bet house rules are not unfamiliar to you what you could do for your own enjoyment is to create scenario composed of Auxiliary troops only. Some of them would be preplaced on the map and the others would be in reserve. Availability and expiry dates do not affect reserve list. So according to your own house rules, you can pull units out of reserve.
Thanks but how do I create an Auxiliary/Reserve list? I can't find a button to tag units as 'Auxiliary or Reserve' (sniffle)

uran21
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Re: No AT guns? you gotta be kidding me boy!

Post by uran21 » Fri Feb 15, 2019 7:01 am

Units placed on the map are by default auxiliary.
But if you want to change it to the core, check the checkbox marked with red on the image. Button marked with green will open Unit List for a scenario.
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Core-Aux.jpg
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uran21
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Re: No AT guns? you gotta be kidding me boy!

Post by uran21 » Fri Feb 15, 2019 7:03 am

To place a unit in Reserve select unit from the map, open Unit List (marked with green in top post) and click Undeploy Unit that will appear on left side of the screen.
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PoorOldSpike
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Re: No AT guns? you gotta be kidding me boy!

Post by PoorOldSpike » Fri Feb 15, 2019 12:50 pm

Thanks Uran I'm getting there but I've just had to break out the kleenex once more (sniffle)..
Look, I placed these 4 Russki ground unit Deployment hexes on the map, but when I start the game they're not there!
The only Deployment hexes that appear are 7 in and adjacent to that supply depot flag.
Could it be something to do with those two numbers (circled)?
I've tried changing them to 5 or 10 etc, but nothing seems to happen, what are they for?

Image

Erik2
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Re: No AT guns? you gotta be kidding me boy!

Post by Erik2 » Fri Feb 15, 2019 1:56 pm

The number fields are for deployment period, 0 is the deployment phase.
So if you want to be able to use the deployment locations for a scenario's length you could enter 0 99

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