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NBrenner6
16 Jan 04, 10:31
Here are the answers to some more questions on POA-2. I saw these on the Military Simulations forum. Thanks Mead95!

http://www.wargame.ch/topic.asp?TOPIC_ID=2220

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1. Can I create my own 8 man fire team (each with different weapons).


Yes, a fire team like you describe is what is classified as a “multi-part” unit. They are created exactly the same as other units, using the TO&E editor from the DataView module. It may sound complicated at first, but it’s actually very simple. Follow these steps:

1. Open the TOE editor from the POA-2 DataView program

2. Click the “New Unit” button at the bottom of the left-hand panel.

3. On the left hand side, enter the name, i.e., “US Infantry Fire
Team”.

4. Enter the nation/force, i.e., “United States”.

5. Select the level of the unit - in this example, “Squad/Element”.

6. Select the weapons systems that will comprise the unit, one by one. You can use either:

- “Add Specific WS” if you know the model you want (i.e., M16 rifleman”), or
- “Add Generic WS” to add a class of system (i.e., an unspecified infantry type)

You can then adjust the quantity of each present in the unit, i.e., 3 x Infantry, 1 x SAW, 1 x Rifleman.

7. If you want the unit to have subordinate units itself (i.e., the unit is an HQ), click on “Assign an Exiting Formation” at the very bottom.

Note: The sub-formation must already exist to be selected. I don’t think you’ll need any of these, though.

8. If you want to delete or copy weapons systems from the new unit, it’s easiest to use the left hand display:
- Open the main unit if it is closed by clicking the “+” box.
- Select the system to delete/copy and right click on it.
- Pick “Delete” or “Copy” from the pop up menu.

9. When you’re done editing, use the up/down arrows to move the unit to where you want within the main list, and click Close.
2. Once this said unit is created, can I control it (give it commands) as a unit? Not having to give commands to each individual member.


Yes. The program treats multi-part units as single entities unless the player decides to break them down or access them individually on his own. So, in effect, “single commands” are done by default.

To make it less confusing, I’d suggest turning the multi-part unit display off (Preferences | Display “Compress Multi-Part Units”). That way you won’t see “stacks” of units for each fire team, or the clutter over on the force tree.

Also, if for some reason the unit symbol of the “HQ” (or “top”) unit isn’t what you’d like, you can change that by right clicking on the unit and changing the symbol in the Unit Detail Information Window (General Tab - at the bottom).

3. Can I place this unit into any of the scenario's?


No - new units can be added to forces only during the scenario creation phase. So you’ll need to whip up some new scenarios of your own (once you get the hang of it they only take a few minutes to set up - use the AI to do most of the work, and tweak it as you like from there).

However, you can change the assigned weapons of units in an existing scenario during the set up phase (use the Unit Detail Information window again, and click on the Weapons System text box). So you could take the infantry squads in an existing scenario and replace them with the equivalent in Marines, for example.

As a side note, almost any game (except a two player game with passwords) can be saved in a manner so that it “reverts” to the setup step. This is done by saving the game as a scenario, and checking the box “Save as Setup” on the screen where you can enter the name and description. Two-player games are “locked”, however, to prevent cheating.

Adding units to an existing game is not something we even thought of, but it’s a neat idea and if some more people request it, I’ll look into adding it.

4. When making up a "new" unit. (8 man fire team) Do I have the option of giving each of these men "any" of the weapons listed in the database? Or only certain weapons.


Any weapon. The only caveat is that it is up to the person making the unit to know the stacking limits and take that into account when setting the quantities. Otherwise, when it is placed on the map your unit will get broken down into detachments to avoid over-stacking
5. What is the Delta Inf unit? (in the list of "included weapons with POA-2) Is this a default fire squad? If so, what is the weapons loadout for each of the men in the unit?


That is a US Delta Force unit (the country is incorrect in the database - it should be US). They are essentially airborne light infantry with some additional special weapons.

The easiest way to get the complete information on the system is to bring up the DataView module, and click to edit Weapons Systems. The Delta Force is weapon # 173, about 1/4 of the way through the list.

You can get load out information for any existing unit inside the game by bringing up the Unit Detail Information form, and clicking the “Status” tab.
Thanks again for your support, and if you have any other questions, please just ask (support@hpssims.com).

-Scott

NBrenner6
16 Jan 04, 10:36
A few more questions about editing answered by Scott...

1. Scott, One other quick question I have about POA-2. When it comes to editing, is there an option to say edit the "effectiveness" or "proficiency" of a given nationality?

I mean, are say American Forces given the same level or status as say Iraqi forces? Or can I adjust one or the other to make an American solider (or aircraft) more effective then their Iraqi counterpart? (and not solely based on the weapon system they are using)....

For example, A F-15 in the game flown by an American Pilot....does it perform better then if flown by an Iraqi pilot?

Thanks.


Good morning, and thanks for sending your questions on POA-2.

Thanks for asking. Actually, there are a bunch of “levels” that affect performance, all of which are user editable (and save-able). You’d just need to figure out which ones best match what you want to model. Using your example, for instance, a US pilot would have higher training and morale values than an Iraqi pilot, along with maybe a few others.

The values can be set for each unit individually and/or as the nation default. This can be done in several places. To set them globally for a nation or force, go to the DataView editor and select “Nations, Forces, and Groups”. Every time you create a new scenario, the values in this table are used by default.

Or, you can “tweak” them globally for only for a given battle. This is done when setting up a new game - click on the “Change/Edit defaults” button in the Nation section of the Initial Set Up Conditions screen (you must be at an expert level greater than 1, however for access to that feature).

Or, lastly, you can change the levels for individual units in the set-up phase by right clicking on the unit or force set-up tree and adjusting them in the Unit Information form.

The basic levels most applicable to your question are as follows (but there are others):

Light Discipline
Noise Discipline
Radio/Com Discipline
Training Level
Cammo Level
Unit Base Morale
Unit Base Friction
Button Up Under Heavy Fire
Descriptions of what these are and their effects in the game are in the Edit Nation/Force Data Help file (in the DataView module), and in the main manual.

Thanks again, and keep the questions coming!

See ya, Scott

NBrenner6
16 Jan 04, 10:46
Good answers, but I'm still not sure I understand this part:

No - new units can be added to forces only during the scenario creation phase. So you’ll need to whip up some new scenarios of your own (once you get the hang of it they only take a few minutes to set up - use the AI to do most of the work, and tweak it as you like from there).

Is this saying that once we create a scenario we won't be able to go back and make changes? If we have to add a unit that we forgot will we have to start a whole new scenario from scratch? That seems a bit cumbersome.

meade95
25 Jan 04, 23:17
Good answers, but I'm still not sure I understand this part:


Is this saying that once we create a scenario we won't be able to go back and make changes? If we have to add a unit that we forgot will we have to start a whole new scenario from scratch? That seems a bit cumbersome.

Agree 100%....this has to be updated within the first patch or two. One has to have the ability to go back through a created scenario and adjust it....I find it impossible to believe "you have one shot to get it right"....yet that is how the editor is layed out....

Don Maddox
25 Jan 04, 23:48
From what I understand the editor is going to get a complete makeover. I don't know exactly what priority Scott has assigned to this task, but I do know he is planning some significant changes. What we need to do is see what works and what doesn't in the current editor and supply him with constructive feedback and suggestions on how to improve the editing process. I have only briefly messed with the editor and so I have no solid feedback quite yet.

I also agree that scenario authors need as much power and latitude as possible without making the system impossible to work with. I don't mind a complicated editor as long as there are some decent guidelines on how to use it.