PHCAS units

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ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

wow very cool
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

I keep Seeing references to new unit traits like camo :shock: and Kamakazi !!! :shock: I believe I have all the latest up date and I don't see any of these in the editor where can I down load these if they exist

thanks for your time

C king
phcas
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Re: PHCAS units

Post by phcas »

If I understand your question. In the normal game no special units will show up in the editor. In different MODs they will depending on wich MOD. In the PHCAS mod more units will show up in the normal game and editor. The game is stil the same. Remember that some units are "nopurchase". They will not show up in the purchase screen in the game but will show up in the editor so you can put them were you want them.

Greetings
Attachments
Panther_M10.png
Panther_M10.png (87.45 KiB) Viewed 3993 times
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

to clarify my question I want to build a new unit like your new Panther M10 so I go to the Unit editor create a unit slot and give it all its statistics like speed, "fuel","ammo", "Hard attack" initiative and so on and so forth then I go to the "Unit Traits" section of the Editor and select the different traits for this particular unit like "rott" or "nonpurchace" ,No Upgrade and so on .... so my question is why am I not seeing the newer traits like "Camo", "Kamikaze" ,"rocket" and so on like I see mentioned in other form posts I have all the latest game updates up to 1.22 Is it maybe the mod I'm using with the (GME) is an older frame work and not allowing the newer traits??? what do you think
phcas
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Re: PHCAS units

Post by phcas »

If you not see it in the editor you can open the equipmentfile with EXCEL and change it by hand I think (I only work directly with EXCEL in the equipment file.
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

Which version of excel do you use??
phcas
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Re: PHCAS units

Post by phcas »

The Fokker T-VIII Royal Netherlands Airforce
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T8.jpg
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nl_F8.png
nl_F8.png (26.91 KiB) Viewed 3841 times
phcas
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Re: PHCAS units

Post by phcas »

M36 and M38 Armoured Car Landsverk 181

Dutch Army 10-15 May 1940
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pc.jpg
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nl_M36.png
nl_M36.png (18.01 KiB) Viewed 3820 times
phcas
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Re: PHCAS units

Post by phcas »

Daf Trado II

Dutch prime mover
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nl_Trado.png
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phcas
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Re: PHCAS units

Post by phcas »

Ford/DAF Dutch Prime mover for 47mm Bölher PAG gun (Anti-tank)
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nl_pag.png
nl_pag.png (14.45 KiB) Viewed 3761 times
phcas
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Re: PHCAS units

Post by phcas »

He-115
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Ballermann
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Re: PHCAS units

Post by Ballermann »

Very nice, new units, thx :D
Sorry, for my bad school english...
phcas
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Re: PHCAS units

Post by phcas »

Thanks Ballermann

Dutch Bridging
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nl_Truck4.png (16.75 KiB) Viewed 3708 times
nl_Truck2.png
nl_Truck2.png (18.08 KiB) Viewed 3711 times
nl_Bridge.png
nl_Bridge.png (21.67 KiB) Viewed 3711 times
Last edited by phcas on Thu Apr 09, 2015 8:22 pm, edited 1 time in total.
phcas
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Re: PHCAS units

Post by phcas »

Dutch Trucks
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nl_Truck3.png
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nl_Truck.png
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ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

phcas wrote:SdAnh 116 Tank transport

You can copy your panzers on to it, use a 70% rate for your panzers. You can read in the "Switch button" topic how to use the switch button so you can put your tank on transports.

what editor are you using because when ever I edit a unit Icon and save it back to the game I get a white square around the the unit that I have modified
when I reintroduce that unit back into the game not sure what I'm doing wrong?!?!?!? I'm using windows paint brush :oops:

also How the heck do you post photos to this forum I cant seem to figure it out :evil: :?: :?: :?: :?: :?: :?:
BiteNibbleChomp
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Re: PHCAS units

Post by BiteNibbleChomp »

Paint isn't a good tool for unit editing as it doesn't support transparent pixels. I use paint.net, but Photoshop and GIMP also work.

Also to post photos, just attach a .jpg file to your post by clicking 'Upload Attachment', then Browse. once 'randompicture.jpg' is next to the word browse (or whatever your photo is called), then press Add the File. The page will appear to refresh, and then you can press Place inline where you want it to appear:
Map1.JPG
Map1.JPG (47.73 KiB) Viewed 3699 times
It should look something like this!

- BNC (The picture is an old copy of one of my scenarios in the Mongol mod. The scenario has changed radically since then!)
Ryan O'Shea - Developer - Strategic Command American Civil War
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

Bergepanzer_III.png
Bergepanzer_III.png (40.08 KiB) Viewed 3690 times
Panzer_IIID.png
Panzer_IIID.png (39.59 KiB) Viewed 3690 times
I created a new transport class to support my panzer units It can be purchased just like a APC for Infantry.
it has a higher road speed than the Panzer III so you can move a heavily damaged unit out of harms way. I inserted the term "recovery" in the Usable Transports section of the Eqp file worked like a charm
but to make it realististic i'm trying to figure out a way to make it work or the unit switchable only when the tank is under 50% strength


And thanks to all the guys that made these great unit Icons
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

Oh and thanks for all your help with my questions I have learned alot
phcas
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Re: PHCAS units

Post by phcas »

I like recovery very much and was busy with recovery units and tank transport units in the past just like you. To add them to Tank units and give them more movement to retreat almost destroyed units from the front. There is only one major problem! The AI does not uderstand this. So if the AI is playing his tanks will arrive on the front in "recovery" or "Tanktransport" mode and you can destroy them all easy. Thats a problem anyway. If the AI is playing it is very uncarefull with mounted mode. Infantry will often arrive in their truks on the front and are easy to destroy in that way.
ckraiderfan1
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Re: PHCAS units

Post by ckraiderfan1 »

Excellent point I hadn't thought of that but being a novice Modder I tend to make special units for the human side of the equation :) So instead of using the trans port switch another solution would be to use the other unit switch and assign a switchable "transport/recovery" unit to each armored vehicle but I would AI be smart enough to switch to the other unit???? I have noticed that AI tends to fight to the death most of the time any way.
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