Bugs game editor v1.8.3 - New units or improve things

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bcnkor5
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Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

Several important bugs game publisher located on v1.8.3

It is a great game and have a good editor but lack polish. The "AI" is the heart of the game and you have a good tool (editor) to make good and real scenarios
Example new OBP MegaMod v2.6 to v1.8.3+Real Scenario PearlHarbor-Midway
viewtopic.php?f=374&t=66031&p=560225#p560225

VERY IMPORTANT:
0.1-When you place a unit from the bar below, must be able to also choose the size of initial strength to the side where the "experience" and "atrenchement" (added image below). And fuel (very important to force a patrol plane to return to base due to lack of fuel), and efficiency.
0.2 Put to name the new units from (Triggers/effects/spawn unit), here there is no option for this. The new units entering the battlefield (Turn more Later than the start escenary), they get it from here, and you have to be able to name each unit created.
0.3-When you want to rename a unit, and give it to "Accept Changes", you create a new unit on the map, by clicking = accepts the name but the order also will create a new unit (which you have assigned in stock) in the area this pointer, then you have to be deleting the created unit.
0.4-This would also be well put: Foul to see the characteristics as the unit (defense, attack in the bar downstairs where you select the units).
0.5-One option from game options to Switch ON/OFF FOW (Fire of war) vision around the map and all units.
0.6-A menu option o off window visible objective at every turn, it's very annoying to have to cancel that window every turn (having a hot key for this "o").

We explain the errors (or improvements needed) of the three levels of land, sea and air IA:
LAND: ----------------------
1.1-move to hex:
1.2-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
1.3-Adding a boarding option (to choose that port embarks unit, there are areas with different docks).
1.4-when active (ignore enemy) not disembark any unit from sea to land.
1.5-Note: The disembark has to be activated only in the beaches or ports, Marines, special forces, engineers can do in any area, but not an army, armored, artillery (Which they are units that need a logistics and space as a beach, port or shallow water).
1.6-With "target hex" The board therefore (with AI) and (when you play as a human), does not work (in my test) even having a turn next to the port to board. AI Not boarding inside ship, only entrenches
2.0-Defend hex = OK
3.0-Seek and destroy: No "target definition"
3.1-Note should be added the "target definition" choose to put specific targets of attack within range.


NAVAL: -----------------------
4.0-AI setup/Move to hex/Move to hex: Fails disembark, both beach and on land, tested the three functions: Hex target, target disembark, Ignore enemy.
4.1-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
4.2-naval defend hex: OK
4.3-naval Seek and destroy: Do not move or attack unless they see the enemy directly, or detects a reconnaissance plane. Besides having an icon (check or uncheck option) to move the detected enemy or enemy undetected for both land, sea or air (Seek and destroy).
4-4-Note: would have to be like the "air Seek and destroy" move and attack defined area and with a port icon "set base"
4.5-also you need to put a slider to selecting the "target definition" on small screens can not see the last targets (added image below).

AIR: -------------------
5.1-Air Patrol: The "patrol point" only jumps to the last point since.
Note: would have to jump several points, to avoid having to use multiple ID for this (the editor only accepts max 16 ID)
5.2-Air defense hex: Lack put the "defense positions" as in "defense hex" and "naval defense hex".
5.3-Air Seek and Destroy: OK
5.4-return base: OK

6.0-Note: Also it is Very Important to release the program edits the units.txt there are many units (especially for the future) and change the feature by hand is hard work. You need an editor for it To have all the visible Characteristics to change fast.

7.0 More ideas:
1- add an icon easy loading and unloading of the CV.
2-a slider to move around more than 3 cargo areas for CV and hangars.
3-add an icon easy Icon to up down submarine
4-Important add an icon easy Seaplane landed (port or sea landed) or flying. Note: All seaplanes must have a graphic to be landed in a port or in an island as it was historically, in both scenarios remain in the air made these units at the port.

5-VERY IMPORTANT: ADD in the future these NEWS UNITS SNIPER, BAZOOKA (more PIAT, PTRD,panzerfaust,Panzerbüchse), MORTER, POLICE,camp prisoners,bike+machine gun, radar movil, UNDERLAND TRENCH (japan),Barbed Wire, fences, ditches, FACTORIES TO BOMB (first objective of the bombers in WWII), REMOVE SHIP MINES (Minesweeper), generic heavy cruiser, AV TRANSPORT ( unit Transport adapted to a 1 Slot Cargo Seaplane) example: AV tangier AV Curtiss https://en.wikipedia.org/wiki/USS_Curtiss_(AV-4). Frogman (to load in submarine frogman and commandos), German Commandos brandenburger, italy torpedo man Maiale, Add Unit B-25Bs Mitchell adapted to the carrier Hornet operation Doolittle date 18/4/1942.

6-ADD PBY CATALINA switch to torpedo, bomb 4,000 lb or depth charge (Would have to haver 2 Units Catalina because by default the game only two slot accepts it, one switch unit with mines or depth charges, and another switch unit with bombs or torpedoes), and OS2U KINGFISHER with bomb 650 lb, add unit FAIREY SWORDFISH switch Unit torpedo or bomb and other with units with rockets or depth charge for the Royal Navy (In the game that the English aircraft carrier but not his plane star).

7-An icon to create long landing strip at an large airfield. Note: real maps with more zoom is necessary to 1 hex landing strip next to the hangar (1 hex = one kilometer in the game). By recreating two real scenarios I was missing 1 hex landing strip.
8-A port that accepts shallow water area for a dock submarines
9-Switch to load some aircraft depth charge (some planes had this option Ex: Catalina)
10-Switch to load some aircraft rocket
11-And these units to help raise supply and efficiency: Add unti Ambulance, hospital, ship hospital, mobile radar vehicle, Oil truck, truck transport (active), oil tank (active), hangar (active).
12-And generic first ships dreadnought,ironclads, Old CV HMS Argus With the option to update.

13-This is very important, a line of attack option to choose a type of unit (being able to choose their units.xt ID) within its branch in ( Seek and destroy land, air, naval).
Example: STRATEGIC BOMBERS attacking only these single units [SB2C-1_Helldiver_T] and [SB2C-3_Helldiver_T]
Example: STRUCTURES only one attack this unit [Hangar]
Note: So to specify attacking torpedo planes and dive bombers not. It is more important to first fire to torpedo planes,so it will be variable and not fixed (a pattern of repetitive AI) attack.
Attachments
0000All seaplanes  graphic to be landed port  or island.jpg
0000All seaplanes graphic to be landed port or island.jpg (81.61 KiB) Viewed 6050 times
Need to put initial force unit-efficiency-fuel.jpg
Need to put initial force unit-efficiency-fuel.jpg (63.21 KiB) Viewed 6345 times
0000000000Capturar-1.jpg
0000000000Capturar-1.jpg (57.27 KiB) Viewed 6635 times
Last edited by bcnkor5 on Mon Sep 14, 2015 3:54 pm, edited 80 times in total.
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

VERY IMPORTANT: Put to name the new units from (Triggers/effects/spawn unit), here there is no option for this. The new units entering the battlefield (entry of new unit in any turn), they get it from here, and you have to be able to name each unit created.
Attachments
000 NAME new spawn unit.jpg
000 NAME new spawn unit.jpg (187.33 KiB) Viewed 6602 times
Last edited by bcnkor5 on Mon Aug 31, 2015 5:50 am, edited 1 time in total.
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

We can create more landing strip (1 hex runway). See the (eastern island) to the runway, Airport measures nearly 2 miles. In addition you can in the area AA and infantry. And with the original map Midway game with 1 hexagon hangar (easter island), you could not put AA or infantry. Small things that make very different scenario and great games.
Attachments
00 More landing strip.jpg
00 More landing strip.jpg (162.68 KiB) Viewed 6175 times
000000 Need more landing strip.jpg
000000 Need more landing strip.jpg (176.74 KiB) Viewed 6505 times
00 landing strip.jpg
00 landing strip.jpg (30.01 KiB) Viewed 6544 times
Last edited by bcnkor5 on Mon Aug 31, 2015 10:25 am, edited 5 times in total.
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

Bug found in bombers to think the game 7 minutes in the turn of the AI (add image):
1-To remove or put the fighter, the bomber takes 2 minute (fighter removed from the map),
7 minutes thinking and bomb (fighter put on the map).

3-AI disembark the control order fails to beach or land, infantry or marines (attached image) beach disembark order and move order or move target hex with ignore enemy. Note: direct order "Move Hex" does well by landing from sea to land (for beach, shallow water), but with "Move Hex" embarking land to water does not, even taking close port (friend, enemy), beach , shallow water.
Attachments
0000 no Fighter 2 minutes with fighter 5 minutes to bom.jpg
0000 no Fighter 2 minutes with fighter 5 minutes to bom.jpg (220.53 KiB) Viewed 6417 times
0000 Fails Disembark .jpg
0000 Fails Disembark .jpg (158.15 KiB) Viewed 6463 times
Last edited by bcnkor5 on Mon Aug 31, 2015 5:56 am, edited 4 times in total.
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

1- Wrong AI Setup/naval seek and destroy/ add slider
Note: Logically you're not going to shoot oil tank even when you have a big enemy cannon shooting at you.

2-The AI has no real priority attack battle (add image)
Route: Ai set up/naval capture hex/target
AI game: 1 attack oil then radar, then artillery, and finish infantery.
Real war: Is radar, airport (if no Planes in the hangar through to the next order of attack), artillery, tank, infantery and oil or units that give many supplies (to cut the supply route), there are many units or cities that give supplies default, so it is not a high priority eliminate all these units.


3-In a ground battle, a real war, 1 radar, 2 aerodromes, 3 artillery, 4 tank, 5 Infantery, 6 oil, factories of construction, units that give many supplies (to cut the supply route). In the military attack first communications and alerts are cut, then the objective of weak distance, attacking then to the target of heavy distance after the infantry and end up with the objectives of oil, or factories (which add to the game , factories were the first target of the bombers). The order of attack is very important because the time is not right to attack a unit are lost your attack strength, and lose your advantage in battle attack.

4-add unit factories missing (first objetive WWII bombers).
Attachments
add factories missing first goal WWII bombers.png
add factories missing first goal WWII bombers.png (27.96 KiB) Viewed 6326 times
The AI has no real priority attack battle.jpg
The AI has no real priority attack battle.jpg (243.54 KiB) Viewed 6411 times
00 BUG naval seek and destroy.jpg
00 BUG naval seek and destroy.jpg (214.65 KiB) Viewed 6421 times
Last edited by bcnkor5 on Mon Aug 31, 2015 6:14 am, edited 14 times in total.
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

1-Impossible to play with this (unit efficiency or supplies) Red color is active in 3 turn, impossible to fire the enemy in 3 turn. An airplane already has a lack of gasoline you do not need this option efficiency, also on long attacks his attack put red is disabled (all attack aircraft are made at great distances not 3 turn efficiency).A ship not affected by the efficiency, and should be the other way around, if it affects ships and aircraft not.
In units.txno we have no option to change the efficiency only supply. The control efficiency is in the closed code.
Plane Wrong in game efficiency:
fuel = 12
cost = 120
supply = 3
Example: Real Scenario Midway viewtopic.php?f=374&t=66031&p=560225#p560225
In 6 turn (It was historically low gasoline, were far behind the enemy) these above target and planes red, and do not do any damage to the enemy to be all red efficiency.

2-Another thing wrong: Half load when exiting aircraft carrier (color yellow efficiency).

3-These units have to be added to aid efficiency not lower ground in the game, jeep (commander), oil tank, truck transportation, adding a new oil truck unit. As the game "efficiency " is for Fatigue, moral, disroption, and improved gasoline and suplies.

4-add Oil truck, up land efficiency.
Attachments
Opel_Oil.png
Opel_Oil.png (44.5 KiB) Viewed 6226 times
Better efficiency AI.jpg
Better efficiency AI.jpg (236.34 KiB) Viewed 6343 times
Impossible to play with this (Efficiency or supplies) Red color.jpg
Impossible to play with this (Efficiency or supplies) Red color.jpg (145.84 KiB) Viewed 6345 times
Last edited by bcnkor5 on Fri Aug 28, 2015 3:07 pm, edited 4 times in total.
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

more new ideas
1- Add a generic animation for the entrenchment of tanks (Image Dug in panzer IV).
2-And also a generic Long time animation of oil out of the sea to SINK a SUBMARINE.
Attachments
sink a submarine..jpg
sink a submarine..jpg (9.82 KiB) Viewed 6333 times
Dug-in_panzer_IV.jpg
Dug-in_panzer_IV.jpg (85.95 KiB) Viewed 6334 times
Add a generic animation for the entrenchment of tanks.jpg
Add a generic animation for the entrenchment of tanks.jpg (8.68 KiB) Viewed 6335 times
Last edited by bcnkor5 on Mon Aug 31, 2015 6:17 am, edited 1 time in total.
bebro
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Re: Several important bugs game editor located on v1.8.3

Post by bebro »

bcnkor2 wrote:1-Impossible to play with this (unit efficiency or supplies) Red color is active in 3 turn, impossible to fire the enemy in 3 turn. An airplane already has a lack of gasoline you do not need this option efficiency, also on long attacks his attack put red is disabled (all attack aircraft are made at great distances not 3 turn efficiency).A ship not affected by the efficiency, and should be the other way around, if it affects ships and aircraft not.
In units.txno we have no option to change the efficiency only supply. The control efficiency is in the closed code.
Plane Wrong in game efficiency:
fuel = 12
cost = 120
supply = 3
Example: Real Scenario Midway viewtopic.php?f=374&t=66031&p=560225#p560225
In 6 turn (It was historically low gasoline, were far behind the enemy) these above target and planes red, and do not do any damage to the enemy to be all red efficiency.
You are aware that you need to define supply points on the map plus the supply output they generate to supply air and ground units? Without enough supply your units will always lose of efficiency within a few turns. That allows you to cut off enemy units in the game.

From your description it sounds as if there is not enough supply generated on this map. You need to define this in the map editor. If you have for example 3 ground units that need 3 supply each, the map needs to generate at least 9 supply for ground units. And the point which generates that amount needs to be under control of the side with those 3units.

Usual spots for supply generation would be cities or towns, or airfields for air units. You can adjust the amount of supply generated there in the editor. Air carriers do provide some supply for air units too.

edit: for amhibious landings, ships, especially supply ships are the usual way to supply a landing zone that does not provide supply otherwise
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

bebro wrote:
bcnkor2 wrote:1-Impossible to play with this (unit efficiency or supplies) Red color is active in 3 turn, impossible to fire the enemy in 3 turn. An airplane already has a lack of gasoline you do not need this option efficiency, also on long attacks his attack put red is disabled (all attack aircraft are made at great distances not 3 turn efficiency).A ship not affected by the efficiency, and should be the other way around, if it affects ships and aircraft not.
In units.txno we have no option to change the efficiency only supply. The control efficiency is in the closed code.
Plane Wrong in game efficiency:
fuel = 12
cost = 120
supply = 3
Example: Real Scenario Midway viewtopic.php?f=374&t=66031&p=560225#p560225
In 6 turn (It was historically low gasoline, were far behind the enemy) these above target and planes red, and do not do any damage to the enemy to be all red efficiency.
You are aware that you need to define supply points on the map plus the supply output they generate to supply air and ground units? Without enough supply your units will always lose of efficiency within a few turns. That allows you to cut off enemy units in the game.

From your description it sounds as if there is not enough supply generated on this map. You need to define this in the map editor. If you have for example 3 ground units that need 3 supply each, the map needs to generate at least 9 supply for ground units. And the point which generates that amount needs to be under control of the side with those 3units.

Usual spots for supply generation would be cities or towns, or airfields for air units. You can adjust the amount of supply generated there in the editor. Air carriers do provide some supply for air units too.

edit: for amhibious landings, ships, especially supply ships are the usual way to supply a landing zone that does not provide supply otherwise

------------------------------------


0-Thanks for your answer

1-Exact is my fault, not defined supply points on the map, so in 3 turns are in red all Planes, unable to do any damage to all enemy units. But I say the planes and have a lack of gasoline, and long flight over three turns are left without power attack (do not have an aircraft carrier every 3 turns off to recharge efficiency or supplies),when you're attacking bombers (tactical or strategic) a great distance (as are all aircraft attacks in reality) at sea and on land. so that option is taken to remove or improve on her game by default all planes (That is in the closed your code, changing units.txt supplies units, not affected changes to improve). In ground units that is correct (efficiency or supplies), but not air units.
In addition it would be nice to add those ground units helps SUPPLIES, jeep (commander), oil tank, truck transportation, adding a new oil truck unit.

2-Only by adding units without putting ordered to AI: I'm testing it but only helps the efficiency the aircraft (very little 1 every 3 planes) and the fuel tank, leaving it in any area that you control, the airfield with or without aircraft does not help, and also help in the amphibious assault (the boat supplies and oil), and the town or city seems that neither helps the efficiency.


3-As seen in the picture: The City, oil tank, airfield does not help to raise this by default (efficiency or supplies) in 3 turns.
I have located the solution to the aircraft carrier, with more than 3 units, (units.txt: "production = 35, air" by 7 planes) with this you control the lowering of the efficiency and supplies Image add (This option only works on the carrier). But lack activate, to put in all units.txt for instance ("production = 6, land" by truck transport) for ground units, and for instance ("production = 35, air" by hangar 7 planes) to units that do not run air carrier, and "production = 10, sea". So to add supplies or efficiency units that in reality they do, Example: jeep (commander), oil tank, truck transportation, adding a new oil truck unit. But it seems that this option should enable the internal code (new production = 6, land,sea,air [For airplanes incompatible with carrier]).

Note:units.txt:
[Supply_Ship] and [Repair_Ship] has and operates "production = 4, land", but does not accept this option to other ground units.
Attachments
00 Up Supplies and Efficient sea planes FULL.jpg
00 Up Supplies and Efficient sea planes FULL.jpg (235.85 KiB) Viewed 6296 times
00 Up Supplies and Efficient sea planes .jpg
00 Up Supplies and Efficient sea planes .jpg (201.15 KiB) Viewed 6296 times
Last edited by bcnkor5 on Thu Aug 27, 2015 12:40 pm, edited 1 time in total.
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

1- Direct entry of oil its ok, but still I do not get directly from an order in AI editor.
2-I see if someone puts a screenshot of how to do it (define supply points on the map)?.
Attachments
Direct entry of oil.jpg
Direct entry of oil.jpg (140.25 KiB) Viewed 6293 times
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

One very important thing buy structures or supllies, separated into two parts, a leading defense and others giving supplies:

1-New Place to buy structures (to buy) such as bunkers canyon, bunker MG, bunker AA, bunker AT, Bunker coastal canyon, coastal canyon, land mines, sea mines, hospital, factory, oil tank, radar, and units that provide supplies, that I have it in him panzer korp basic as MOD, and changes the game better as the day to night. Without these structural units can not make a (Real War game). Because it affects your defense, attack, supplies and combat morale.

2-If there is a new free space can be put together in a slot for various types of unit and win a spacing for structures, such as submarines destroyers in the same slot.

Note: If the game continues closed to these options (the panzer Korps was very open, so it was a great game), it will have to do the creators of the game because the Modders not have access to it.
Attachments
Panzer Korps Buy structures.jpg
Panzer Korps Buy structures.jpg (216.68 KiB) Viewed 6242 times
00 New Place to buy structures.jpg
00 New Place to buy structures.jpg (197.63 KiB) Viewed 6282 times
Last edited by bcnkor5 on Mon Sep 14, 2015 4:24 pm, edited 17 times in total.
bebro
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Re: Several important bugs game editor located on v1.8.3

Post by bebro »

Here's some info on setting up supply points. Please look at the pic attached.

1. Click on the star

2. Find the icon labeled supply point

Click this icon, then click on the map somewhere - a supply point will be placed there. This point will generate 10 points of supply, but only for the side (nation or alliance) which owns this point. You can set up as much of those points on the map as you need, and edit the amount of supply each one provides by editing the number given as "supply output".

3. In the example pic the northern point is owned by US, the southern point counts for Japan. Usually US units isolated outside "their" territory would fall out of supply in this example. But US units can enlarge the area that benefits from that supply point by taking nearby territory - as long it remains connected to this point.

4. You can also capture supply points from your enemies. If for example the US manages to capture the Japanese supply point it would receive all 20 points of supply.


If you place a supply point on an airfield, it will generate supply for air units. If it is placed normally on the map like in the pic it generates supply for ground forces.

The total supply output on your map needs to be big enough to support all air and ground units on that map (for all sides), otherwise you will always run into supply shortages and get efficiency losses as result. So if you have 3 tanks which need 4 supply each, the map has to provide a supply out put of 12 somewhere for the side which is fielding those tanks. Same for all other units.

On bigger maps or scenarios it might be a good idea to set up several of those supply points on strategic locations on your map, that can be defended, captured etc.

In naval and amphibious scenarios, air carriers provide supply for a certain number of aair units, and supply ships can supply a landing zone nearby.
Attachments
supply01.jpg
supply01.jpg (386.81 KiB) Viewed 6275 times
bcnkor5
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Re: Several important bugs game editor located on v1.8.3

Post by bcnkor5 »

bebro wrote:Here's some info on setting up supply points. Please look at the pic attached.

1. Click on the star

2. Find the icon labeled supply point

Click this icon, then click on the map somewhere - a supply point will be placed there. This point will generate 10 points of supply, but only for the side (nation or alliance) which owns this point. You can set up as much of those points on the map as you need, and edit the amount of supply each one provides by editing the number given as "supply output".

3. In the example pic the northern point is owned by US, the southern point counts for Japan. Usually US units isolated outside "their" territory would fall out of supply in this example. But US units can enlarge the area that benefits from that supply point by taking nearby territory - as long it remains connected to this point.

4. You can also capture supply points from your enemies. If for example the US manages to capture the Japanese supply point it would receive all 20 points of supply.


If you place a supply point on an airfield, it will generate supply for air units. If it is placed normally on the map like in the pic it generates supply for ground forces.

The total supply output on your map needs to be big enough to support all air and ground units on that map (for all sides), otherwise you will always run into supply shortages and get efficiency losses as result. So if you have 3 tanks which need 4 supply each, the map has to provide a supply out put of 12 somewhere for the side which is fielding those tanks. Same for all other units.

On bigger maps or scenarios it might be a good idea to set up several of those supply points on strategic locations on your map, that can be defended, captured etc.

In naval and amphibious scenarios, air carriers provide supply for a certain number of aair units, and supply ships can supply a landing zone nearby.
........................................

Thank you very much for the reply, I am with so many things in the game that had fallen into the basic supplies of a city, I had seen it but I did not remember it.
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

1-Amphibia KA MI JAP not camouflage enter the sea, the unit.txt pints only the first unit of land not sea

2-2-C-47 US, C47 Britain or Ki34 JAP (air transport) does not land in the hangar (Does not enter the hangar just stays up),for later, up to the paratroopers from the hangar.
Attachments
C-47 Use or Ki34 Japan does not land in the hangar.jpg
C-47 Use or Ki34 Japan does not land in the hangar.jpg (130.42 KiB) Viewed 6238 times
Amphibia KA MI JAP not enter the sea camouflage the unit.txt pints only the first unit of land not sea.jpg
Amphibia KA MI JAP not enter the sea camouflage the unit.txt pints only the first unit of land not sea.jpg (228.39 KiB) Viewed 6239 times
Last edited by bcnkor5 on Mon Aug 31, 2015 6:29 am, edited 1 time in total.
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

Add unit Partisanen: All nations conquered in war, partisans have to a greater or lesser extent. So to have this unit, you can also add an option in the editor so that you can enter the cities this unit.
Attachments
Partisanen2.png
Partisanen2.png (53.2 KiB) Viewed 6214 times
Partisanen.png
Partisanen.png (25.36 KiB) Viewed 6214 times
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

2-Add New unit ambulance to increase efficiency in the area (units.txt: "production = xx, land) , they saved many lives on both sides, and do not forget them all.
Attachments
Ambulance (1).png
Ambulance (1).png (38.37 KiB) Viewed 6194 times
zgermanmedic4.jpg
zgermanmedic4.jpg (52.94 KiB) Viewed 6194 times
Last edited by bcnkor5 on Tue Sep 08, 2015 7:33 am, edited 1 time in total.
bcnkor5
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

This is another very interesting option renaming units, to add a small (transparency or small window) to put a badge panel to unit or number units (The purchase and the editor to your choose, and also with some default option series). So you can differentiate units (not being all identical units and monotony) and easily recognize the experience gained by such division or air squadron. A little thing the game change much in the way of seeing.

badge panel:
viewtopic.php?f=147&t=43652&start=20

Image: Ground Units Real
01: German 9. SS Tank Division
02: Soviet Guard Troops
03: German Heavy Tank Battalion 507
04: American 82. Airborne Division
05: American 101. Airborne Division
06: German 1. Airborne Division
07: German 3. Airborne Division
08: German 1. SS Tank Division
09: German 2. SS Tank Division
10: German 3. SS Tank Division
11: German 12. SS Tank Division
12: French Foreign Legion
13: American 508. Parachute Infantry Regiment (Red Devils)
14: American 1. Infantry Division (Big Red One)
15: German Assault Gun Brigade 232
16: German Assault Gun Brigade 912
17: German Assault Gun Brigade 301
18: German Assault Gun Brigade 202
19: German Assault Gun Brigade 667
20: German Assault Gun Brigade 244
21: German Tank Grenadier Division "GD"
22: German Tank Grenadier Division "GD" (alternativ)
23: German Heavy Tank Hunter Battalion 653
24: British Paratrooper Regiment (Red Devils)
25: American Ranger
26: British SAS
27: German Special Forces "Brandenburger"
28: German Tank Division 116
29: German 5. SS Tank Division
30: German 7. SS Tank Division
31: German 10. SS Tank Division
32: German 16. SS Tank Division
33: German 17. SS Tank Division
34: German 18. SS Tank Division
35: German Heavy Tank Hunter Battalion 654
36: British 6. Airborne Division
37: German Tank Division 18
38: German Tank Division 26
39: German Infantry Division 15
40: German Infantry Division 19
41: German Infantry Division 21
42: German Mountain Division 4
43: German Infantry Division 6
44: German Infantry Division 17
45: German Afrika Korps
46: American Armored Corps
47: American 1. Cavalry Division
48: British 4. Infantry Division
49: American 27. Infantry Division
50: American 2. Infantry Division
51: American Tank Destroyer Forces
52: German Mountain Division 2
53: German Mountain Division 6
54: German Mountain Division 8
55: German Heavy Tank Hunter Battalion 519
56: German Mountain Division 1
57: German Sharp Shooters
58: Italian Infantry Division "Bersagliere"
59: Italian Paratrooper Division "Folgore"
60: German Tank Division 1
61: German Tank Division 1 (alternativ)
62: German Tank Division 2
63: German Tank Division 3
64: German Tank Division 4
65: German Tank Division 4 (alternativ)
66: German Tank Division 11
67: German Tank Division 12
68: German Tank Division 21
69: German Tank Division 24
70: German Tank Division "Lehr"
71: German Assault Gun Brigade 287
72: German Assault Gun Brigade 177
73: German 29. SS Grenadier Division (Italian)
74: Italian Marine Division (Decima MAS)
75: Italian Infantry Divison RSI
76: British Highland Infantry Division
77: British/India Gurkha Infantry Division
78: German Heavy SS Tank Battalion 101
79: German Heavy Tank Battalion 505
80: German Assault Gun Brigade 183
81: German Assault Gun Brigade 197 / 653
82: German Assault Gun Brigade 210
83: German Assault Gun Brigade 667
84: German Assault Gun Brigade 185
85: German Assault Gun Brigade 185 (alternativ)
86: German Assault Gun Brigade 192
87: German Infantry Division 1
88: German Infantry Division 2

Ground Units Future
01: German Marine Infantry
02: German Expedition Corps Operation Sealion
03: German Heavy Tank Battalion 150
04: German Ground/Air Rocket Battalion 1
05: German 50. Paratrooper Storm Regiment
06: German Ground/Air Rocket Battalion 2

Air Units Real
01: German Storm Squadron 1
02: German Fighter Bomber Squadron 2 / Group 2
03: German Destroyer Squadron 26
04: German Fighter Squadron 1
05: German Fighter Squadron 1 (alternativ)
06: GFS 1 / Group 1
07: GFS 1 / Group 2
08: GFS 1 / Group 3
09: British Spitfire Squadron 274
10: British Spitfire Squadron 303 (Polish)
11: British Spitfire Squadron 74
12: British Spitfire Squadron (Polish additional)
13: British Spitfire Squadron 41
14: American 334. Fighter Squadron
15: American 335. Fighter Squadron
16: German Fighter Squadron 7
17: German Fighter Squadron 52
18: GFS 52 / Group 1 / Platoon 2, Group 2 / Platoon 5
19: GFS 52 / Group 2 / Platoon 4
20: German Fighter Squadron 300
21: German Fighter Bomber Squadron 2 / Group 1
22: German Fighter Bomber Squadron 55
23: German Fighter Bomber Squadron 76
24: German Fighter Squadron 2
25: German Fighter Squadron 4
26: German Fighter Squadron 5
27: German Fighter Squadron 27 / Group 1
28: German Fighter Squadron 27 / Group 2
29: German Fighter Squadron 27 / Group 3
30: German Fighter Squadron 54
31: German Fighter Squadron 26
32: German Fighter Squadron 77
33: German Night Fighter Squadron 1
34: German Fighter Squadron 400 / Group 1
35: German Fighter Squadron 400 / Group 2
36: German Fighter Squadron 54 / Group 1
37: German Fighter Squadron 54 / Group 3
38: German Fighter Squadron 54 / Group 3 / Platoon 9
39: German Fighter Squadron 5 / Group 5 / Platoon 14
40: Italian Regia Aeronautica Fighter Squadron
41: German Fighter Squadron 3
42: German Fighter Squadron 3 / Group 2
43: German Fighter Squadron 3 / Group 3

Air Units Future
01: German Flying Wing Squadron 1
02: German Marine Fighter Squadron
Attachments
Unit and Number badge.jpg
Unit and Number badge.jpg (152.93 KiB) Viewed 6142 times
00 add badge panel.jpg
00 add badge panel.jpg (238.66 KiB) Viewed 6177 times
95tml2.png
95tml2.png (220.83 KiB) Viewed 6182 times
Last edited by bcnkor5 on Wed Sep 02, 2015 6:06 am, edited 2 times in total.
bcnkor5
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

Finalized our report version to v1.8.3
bebro
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bebro »

bcnkor2 wrote:1-Amphibia KA MI JAP not camouflage enter the sea, the unit.txt pints only the first unit of land not sea
Thx for reporting, I guess the issue here is that those extra camo patterns are going for land units currently, but the Ka-Mi does not count as land when in water.
bcnkor5
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Re: Bugs game editor v1.8.3 - New units or improve things

Post by bcnkor5 »

bebro wrote:
bcnkor2 wrote:1-Amphibia KA MI JAP not camouflage enter the sea, the unit.txt pints only the first unit of land not sea
Thx for reporting, I guess the issue here is that those extra camo patterns are going for land units currently, but the Ka-Mi does not count as land when in water.
.............................................

Thank you for creating a second part of panzer korp very good, AI was a big change, and you can make real scenary never seen in other games, so if these things be improved with a great game for long. Each week new games for PC sales, but unlike the big games, it's the little things improve.
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