Don Maddox
20 Jan 04, 17:11
Q: Do I really need a 2.5 GHz CPU to play the game?
A: Well, yes and no. Small games, including 5 of the included scenarios, will run fine on slower machines including a 1.2 GHz (which is the slowest one we used in testing). However, scenarios over two battalions or so and/or ones played on large maps with a lot of terrain will tend bog down on slower machines. For example, running the largest scenario included with the game (a tank brigade against two cavalry battalions) on the 1.2 CPU required almost an hour per turn once the action really “got going”. So, rather than have users with slower CPU’s get frustrated and disappointed once they got to the larger games, we set the speed requirement to a level that allows users to play all of the included scenarios in a reasonable time.
Q: Can I create my own scenarios?
A: Yes. POA-2 includes a full-featured scenario editor, and maps can be edited/created with Aide De Camp 2. Users can also create “random” scenarios, based on force size, unit types and set-up characteristics.
Q: Can I edit the databases?
A: Partially. Civilian users can edit and modify the TEC (terrain effects), force and nation definitions, TOE force/unit structures, leaders, and other organizational values. The other data tables including weapons systems, guns and ammunition, may be viewed, but not edited.
Q: I’m running Windows XP and the forms and windows look strange or there are no buttons. What can I do?
A: Windows XP introduced a number of graphics “features” and controls that apparently were not integrated completely into their previous graphics frameworks. Examples of these graphics problems include scroll bars and buttons on forms and windows, misplaced or wrongly sized text, and uncoordinated colors. Most of these problems stem from the use of the custom “themes” in XP, so users should insure that they have “fonts” and “DPI” set to SMALL, and the color depth set to 32-bit. If the problem remains after making these adjustments, try setting the theme to “Windows Classic” or “Windows Standard”. All of these settings can be accessed though “My Computer | Control Panel | Display”.
Q: When should I hear Movement sounds?
A: Aside from airstrikes, there aren’t any movement sounds. In testing we found they made the game last longer and, after the first 2 minutes, became an annoyance.
Q: Do the “expert levels” affect the AI?
A: No, they do not affect the AI's ability to play. The “expert levels” speak only to FOW (fog of war) and what options are available to the player. For example, on the lower levels enemy units are always known (minimal FOW), plus the AI automatically handles many of the more complicated aspects of things. As when the AI sets up SEAD for CAS missions - at low expert levels the SEAD is handled automatically and player never sees the SEAD selection screen at all.
The only thing that adjusts how the AI plays is the aggressiveness level.
Q: If the program locks up or crashes, what should I do?
A: Please immediately exit the program (use the Windows task manager if necessary), and email us the file “autosave.ops” from your saved games folder. The file will probably be large, so you’ll likely need to compress it (using something like WinZip).
Q: Is POA-2 turn based?
A: POA-2 is “semi-turn based”, in that it uses a standard sequence of player orders/command segments followed by action/combat resolution phases (during which players can observe the events but can not make any inputs). Once the orders are given, the units will attempt to execute them as best they can, on their own, subject to communications delays, uncertainties, fog of war, and the overall game situation.
Q: Does POA2 support PBEM?
A: Yes. For convenience, the game also has pop-up screens that “tell” players when to save files to and send them to their opponent.
Q: Why do units on the map “jump” when I click on a friendly unit?
A: The “jumping” is caused by the fog of war feature. Since each unit has its own perspective of the battlefield, when you click on a friendly unit, the map is updated for what it sees and knows.
Q: Can I use the old TOP2/PS map editors with POA-2?
A: No. POA-2 requires that you use ADC-2.
Q: Can I import topographical data into ADC-2 from outside sources?
A: Not at present; users must enter the elevation and terrain data for each location from within ADC-2.
Q: How do I create “single units” with multiple weapons systems, e.g., and infantry squad with riflemen, MG’s and grenadiers?
A: Units comprised of multiple weapons systems are called “multi-part” units. They are created in the DataView TO&E editor by adding more than one weapons system to the formation (look at the existing infantry squads as an example).
Q: What do I do if I find errors in the databases?
A: Please forward them to support@hpssims.com for correction.
Q: Will the POA-2 system be used for other eras?
A: Yes. We have been working on the WWII versions, and we expect to eventually cover several other eras as well. However, given the need for era-specific “tweaks”, and the complexity of the databases (and the tendency for even minor errors in them to cause fatal, yet extremely hard to find glitches), these follow on titles require a great deal of development effort.
Q: Are there plans to add additional modern weapons and nationalities in the future?
A: Perhaps, depending on customer interest. Because of the intense nature of the database work, however, it would likely have to be released as some sort of “add-on”.
Q: I lost a tank in combat, but I couldn’t read exactly how as the text scrolled by too fast during the combat phase. Is there any way I can go back later and determine how it happened?
A: Players can always go back and view the combat results/replay of the last turn. Click on either the “Replay” or “Summary” buttons at the top of the main form (in the Turn group box). Players can also have the program add the text of each combat report to a file called “COMRPT.TXT” in the main program folder. To turn this option on, go to Preferences | General and check “Write combat reports to file”. One caveat, however, is that this file is not “game specific”, so if you play several different games in sequence, the turns for each will be mixed together within the file.
Q: If I manually put a unit into a specific march mode, how will that be affected by the unit’s movement SOP?
A: The unit will execute the manual march mode change when it comes up in the movement orders. However, the unit SOP will be applied when the unit begins moving again. Manual formation change orders are therefore only really useful at then end of a movement path to place the unit into a specific march mode for combat, or in preparation for SOP changes/continued movement.
Q: How do I make a unit pop smoke?
A: It depends on the type of smoke. If the smoke is an ammo type fired by a gun/launcher, then it is simply “fired” as standard DF or IF. If it is part of a PMD or other organic defense system, the player cannot fire it - if is fired automatically by AI.
Q: Why can’t I sometimes fire at an enemy unit, even if the LOS is valid?
A: There could be a couple of reasons, but the most common is that they firing unit does not “see” the target. One way to tell if this is true is if the target disappears when you click on the firing unit. This might also mean that the target has moved. Remember, with FOW on, units show up in their last known positions (from the active unit’s perspective), not where they actually are.
Another reason might be that no weapons are available to fire on the target. The simulation models firing paths exactly, so you’re going to get dead-zones behind terrain or dips in the ground level, especially for DF with non-powered projectiles, even if the LOS is valid (since it uses a straight line rather than ballistic curve). Or, it’s also possible that the weapon needs to be rotated to fire at the target, which might take longer than a pulse.
If you are playing at the high expert level, you can get information on the technical aspects such as flight paths, rotation, firing angles, and ranges by clicking the “View Targeting Results” check box on the bottom of the form.
Q: How can I change the basic load of ammunition for my units?
A: There are two ways. The first is to adjust the force supply level when creating a new scenario. That will adjust every ammunition amount from the standard basic load. The second is to edit the unit information for individual units at the start of the scenario (right click on the force tree).
Q: I wanted to choose a specific type of military unit, in this case a Marine fire team, but didn’t see it in the list. Why not?
A: The short answer is “for simplicity”. There are something like 5,000 different TO&E units available to the nationalities in the game. To have created them all in advance would have made force selection cumbersome, to say the least. So we put in what we felt were the basic units, and included the ability for users to easily create whatever other ones they might have a specific interest in.
Q: So how do I create a “fire team” of infantry comprised of different weapons?
A: Composite units such as this are known as “multi-part” units. They are created exactly the same as other units, however, 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”)
“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.
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.
That’s all there is to it!
Q: I can’t find information of creating a scenario in the manual. Am I missing something?
A: No, you are correct. Somehow that section was never written, and we’re working on making it available for download as soon as possible. In the meantime, however, just try it anyway. The process is straightforward, and each form has a help file associated with it. So go ahead and jump right in - keep it simple at first until you get comfortable with it.
Q: How can I turn off the unit symbols for passengers?
A: Unfortunately, you can’t in the current version. However, this option makes sense and will be worked into one of the first upgrades.
Q: It seems silly that I’m giving orders to squads in a battalion or higher level game. What was the designer thinking?
A: The game was intended for players to act as TF commanders, in this case as the field grade commander of the battalion or brigade sized TF. Instead, you’re trying to be a squad leader (*every* squad leader, in fact). Which is understandable given most players’ previous experiences with computer and board wargames. It’s also acceptable in POA-2, if that’s what you want, but realize in advance that in so doing you’re going to be doing a lot of micro-management. Not to mention that you’ll be losing a lot of the fog of war. Instead, I suggest giving orders only to your company HQ’s (using “formation move”), maybe tweaking the SOP’s, and then let the AI do the rest. You’ll probably also want to control supporting fires yourself, but the AI will do that as well, if desired. One option that might help reduce the inclination to micromanage is the ability for players to “turn off” units below a certain size (Preferences | Display - Minimum Unit Size to Show). In this case, turn off everything below platoon level. The squads are still there, but you won’t be tempted to click on them.
Q: I bought ADC-2 as the POA map editor last week, but now I see that it is now being offered as a special. Can I get a refund for the difference?
A: Absolutely. If you bought ADC-2 and POA-2 in the period 2 Jan -13 Jan 04, and paid full price for ADC-2, please email a request for credit to shipping@hpssims.com. We’ll post the refund to your credit card.
Update 15 Jan 04:
Q: 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?
A: 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.
Q: 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)?
A: 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).
Q: Can I place this (new) unit into any of the scenario's?
A: 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.
Q: When it comes to editing, is there an option to say edit the "effectiveness" or "proficiency" of a given nationality?
A: 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. 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.
Q: I‘ve given a unit orders, but it isn’t moving. Why not?
A: Well, there could be a number of reasons. The most likely is that execution is waiting for the command transmission delay time (including internal unit friction). This is the time it takes commands issued by you (the TF commander) to travel down the chain of command to the executing unit, and then to be implemented by that unit.
Other reasons include the unit being pined down by enemy fire, broken (morale-wise), or that the AI acting as the unit commander has either garbled or lost the order (as happens in real life) or has decided to disobey it for some reason (usually due to conditions you may not be aware of, but it is).
One good way to tell is to bring up the S-3 (Operations) officer and check the unit status. The Commo officer may also be helpful since it will show you the transmission delay times.
Q: Can I move units in the set-up phase, and how do I do it?
A: Yes, you can “jump” move units anywhere you like during the set-up phase of a new game or existing scenario (as long as it’s the set-up phase and not turn 1 - from turn 1 on, unit positions are locked). All you need to do is make sure the “Place Units” box is checked on the right hand side of the Place Units On Map screen, select/highlight the desired unit from the force tree, and then click on the map/off map location where you’d like it to be moved.
Update 20 Jan 04:
Q: What is the best scale of topographic maps to use for POA-2 scenarios? Are those used for the scenarios on the CD 1:50,000, 1:100,000 or what?
A: You can use any scale of map you like with POA-2, but yes, some will work better than others. It can get complicated, however, because users can set their own “meters per pixel” scale by creating new symbol sets. So, I can’t give you the best size for every situation that will ever come up.
However, since most users will use the default symbol set, we’re looking at 10, 20, and 70 pixels per 100 meters for each zoom, respectively. That works out to a scale in meters per pixel (mpp) of 10 mpp, 5mpp, and 1.4 mpp for each zoom level. At those scales (less than 1.5 meters per pixel), you want to be using the largest scale map you can find, e.g., a 1:25,000 map will work better than 1:50,000 one.
The maps used for the scenarios were between 1:25,000 and 1:50,000.
Q: I do not have "Aide de Camp 2", so I'm limited with the maps given with the basic program. But, should I "import" a scenario made by a third party who used AdC2 (let's say to simulate an attack on Grozny, complete with an accurate map of the city made with AdC2), would then his new map be available to me too for my scenarios, or new maps are "tied" to their respective scenarios, and so are not generally available to downloaders to be re-used for theirs?
A: Actually, scenarios are tied to maps. Which means whenever someone makes a map, it can be used freely for new scenario creation by anyone that he gives it to (or everyone if it is posted publicly). So, in this example, the gamer asking the question could play all of the scenarios offered by the original map-creator, plus make as many of his own as he would like using the custom Grozny map.
This also means that if someone creates a new map and makes some scenarios on it, users must have that map on their hard drive to play those scenarios. So the map will need to be distributed along with the scenarios (but only once - after a player has the map he doesn’t need to “get it again” with each additional scenario unless it has been changed in some way specific to that scenario - and in effect has become a new map).
Q: Does the scenario editor include any sort of trigger system for creating "events" like in TOAW?
A: No, specific “events” are not included in POA-2. In general, the default time scale of the game (usually less than an hour) doesn’t lend itself well to them. However, users can set up conditions at the start of a scenario that mimic certain events by using reinforcements and/or by giving units certain orders.
Q: Why do squads have to have a symbol on the map for each sub-unit (i.e., one symbol for the rifleman, one for the machine guns, one for the grenadiers, etc.)? It’s confusing!
A: They don’t. If they are distracting, turn off the use of multi-part units (Main Menu Preferences | Display | General: Compress Multi-part units). Once you do that, the HQ plus one symbol for each stacking type will be displayed. So, for example, a standard infantry squad (in a single location) will appear as three symbols - the HQ, one personnel unit (e.g., a rifleman) and if they are motorized, one for the vehicle. So the extraneous symbols have been eliminated.
Note: a bug in the release version of the program causes only one symbol to be displayed. But we’re working on fixing that now.
Q: Well, then why use multi-part units at all? Why not lump everything together into a single unit?
A: On the surface, grouping units together seems like a good idea, for example, a "grouped units" construct was used in TOP and Panthers. But, there are a number of reasons in POA2 that demanded individual units that couldn’t be ignored.
The first is that each weapon system has its own characteristics. Maybe the difference between a M16 rifleman and a M16/M203 grenadier isn’t that striking, but there is a significant difference between a single rifleman and a machine gun crew, or a mortar crew. They have different sizes, are sighted differently, have different weapons characteristics, suffer damage differently (including jamming and malfunctions), have different abilities to camouflage, take different kinds of IP’s, have different backblast conditions and might even require different kinds of transport vehicles. For example, a javelin team is going to be a lot easier to spot when they fire than a guy with an M-16, while at the same it may not be able to fire from inside an enclosed building due to backblast where the M16 would.
Not to mention, that’s only if you consider typical units. Because a user can make anything they want in POA-2, he could conceivably have a unit with riflemen, .50 cal gunners, a 120mm mortar and a ground based TOW. So, requiring them to be “lumped together” would result in something completely unrealistic - and so doing would take away the flexibility the program now has to create new formations.
The second reason is “partial” targeting by the enemy. Let’s face it; if you see a machine gun, you’re going to fire at it before you take on the guy next to him with a rifle. Plus, the damage is different since crew-served weapons essentially require more hits to take out completely.
The third reason is that it allows for “partial” sighting of a unit. Again, using the same example, the machine gun will likely be spotted first by an approaching enemy. It has a different detection signature than a rifle for one thing, but it will also open up at longer ranges. If the two were lumped together, you’d know both were there - when in fact the more likely situation in real life is you’d have no idea the guy with the rifle was there because he’s harder to see and hadn’t even fired yet.
The fourth reason is targeting of the enemy - the different components of a multi-part unit will usually engage different targets. Aside from range and flight path differences, usually an ATGM isn’t going to engage enemy infantry, and a rifleman isn’t going to engage a heavily armored tank.
The last reason deals with command and control. Because the chain of command is essentially “organic” in a multi-part unit, it does not require further transmission of orders over the standard communications net (as long as they are close enough). Plus, as leaders are taken out of action, replacement is also handled organically, which is quicker and causes less degradation than if different (non-multi-part) units are involved.
So, essentially the detail in the simulation requires that they be separate units, yet part of one “container” unit, which also is what they are in reality.
The next logical question, then, is, “doesn’t complete accuracy require each individual weapon system be its own unit?” To which the answer is yes, and that is what we had in the alpha versions of POA2. However, testing showed that while that configuration was fine for small engagements, with anything above a company the speed bogged down tremendously and it was exceedingly cumbersome. So I made the call to sacrifice some accuracy in the name of playability and consolidated the units to what you see in the default TO&E’s. However, I made that decision knowing that players valuing the extreme accuracy (at the cost of ease of use) could (and would), create their own units as individuals as we did originally.
Q: The BMP files used for the maps are huge. Is there a particular reason for using BMPs, or will the program also accept .jpg or .gif?
A: We use BMP files because they are what Windows “wants”, and though bitter experience I’ve found that it doesn’t pay to go against that if you can help it. Not to mention they are the easiest files for most folks to work with, even if they are large.
Q: Opportunity fire against moving enemies seems to be limited only to targets crossing a particular location designated (during set-up?) as a target reference point. Is this so?
A: Opportunity fire is limited to units crossing into the DF target area. That is where units are aimed by default when they are not firing at something else, and where the majority of their concentration will be focused. Enemy units outside that area are engaged with regular fire. The best way to think of it is that opportunity fire models the increased effectiveness against targets in designated sectors of fire.
Q: I can't seem to get helicopters to move. What am I doing wrong?
A: Nothing - unfortunately this is due to a bug (and is fixed in the first patch).
A: Well, yes and no. Small games, including 5 of the included scenarios, will run fine on slower machines including a 1.2 GHz (which is the slowest one we used in testing). However, scenarios over two battalions or so and/or ones played on large maps with a lot of terrain will tend bog down on slower machines. For example, running the largest scenario included with the game (a tank brigade against two cavalry battalions) on the 1.2 CPU required almost an hour per turn once the action really “got going”. So, rather than have users with slower CPU’s get frustrated and disappointed once they got to the larger games, we set the speed requirement to a level that allows users to play all of the included scenarios in a reasonable time.
Q: Can I create my own scenarios?
A: Yes. POA-2 includes a full-featured scenario editor, and maps can be edited/created with Aide De Camp 2. Users can also create “random” scenarios, based on force size, unit types and set-up characteristics.
Q: Can I edit the databases?
A: Partially. Civilian users can edit and modify the TEC (terrain effects), force and nation definitions, TOE force/unit structures, leaders, and other organizational values. The other data tables including weapons systems, guns and ammunition, may be viewed, but not edited.
Q: I’m running Windows XP and the forms and windows look strange or there are no buttons. What can I do?
A: Windows XP introduced a number of graphics “features” and controls that apparently were not integrated completely into their previous graphics frameworks. Examples of these graphics problems include scroll bars and buttons on forms and windows, misplaced or wrongly sized text, and uncoordinated colors. Most of these problems stem from the use of the custom “themes” in XP, so users should insure that they have “fonts” and “DPI” set to SMALL, and the color depth set to 32-bit. If the problem remains after making these adjustments, try setting the theme to “Windows Classic” or “Windows Standard”. All of these settings can be accessed though “My Computer | Control Panel | Display”.
Q: When should I hear Movement sounds?
A: Aside from airstrikes, there aren’t any movement sounds. In testing we found they made the game last longer and, after the first 2 minutes, became an annoyance.
Q: Do the “expert levels” affect the AI?
A: No, they do not affect the AI's ability to play. The “expert levels” speak only to FOW (fog of war) and what options are available to the player. For example, on the lower levels enemy units are always known (minimal FOW), plus the AI automatically handles many of the more complicated aspects of things. As when the AI sets up SEAD for CAS missions - at low expert levels the SEAD is handled automatically and player never sees the SEAD selection screen at all.
The only thing that adjusts how the AI plays is the aggressiveness level.
Q: If the program locks up or crashes, what should I do?
A: Please immediately exit the program (use the Windows task manager if necessary), and email us the file “autosave.ops” from your saved games folder. The file will probably be large, so you’ll likely need to compress it (using something like WinZip).
Q: Is POA-2 turn based?
A: POA-2 is “semi-turn based”, in that it uses a standard sequence of player orders/command segments followed by action/combat resolution phases (during which players can observe the events but can not make any inputs). Once the orders are given, the units will attempt to execute them as best they can, on their own, subject to communications delays, uncertainties, fog of war, and the overall game situation.
Q: Does POA2 support PBEM?
A: Yes. For convenience, the game also has pop-up screens that “tell” players when to save files to and send them to their opponent.
Q: Why do units on the map “jump” when I click on a friendly unit?
A: The “jumping” is caused by the fog of war feature. Since each unit has its own perspective of the battlefield, when you click on a friendly unit, the map is updated for what it sees and knows.
Q: Can I use the old TOP2/PS map editors with POA-2?
A: No. POA-2 requires that you use ADC-2.
Q: Can I import topographical data into ADC-2 from outside sources?
A: Not at present; users must enter the elevation and terrain data for each location from within ADC-2.
Q: How do I create “single units” with multiple weapons systems, e.g., and infantry squad with riflemen, MG’s and grenadiers?
A: Units comprised of multiple weapons systems are called “multi-part” units. They are created in the DataView TO&E editor by adding more than one weapons system to the formation (look at the existing infantry squads as an example).
Q: What do I do if I find errors in the databases?
A: Please forward them to support@hpssims.com for correction.
Q: Will the POA-2 system be used for other eras?
A: Yes. We have been working on the WWII versions, and we expect to eventually cover several other eras as well. However, given the need for era-specific “tweaks”, and the complexity of the databases (and the tendency for even minor errors in them to cause fatal, yet extremely hard to find glitches), these follow on titles require a great deal of development effort.
Q: Are there plans to add additional modern weapons and nationalities in the future?
A: Perhaps, depending on customer interest. Because of the intense nature of the database work, however, it would likely have to be released as some sort of “add-on”.
Q: I lost a tank in combat, but I couldn’t read exactly how as the text scrolled by too fast during the combat phase. Is there any way I can go back later and determine how it happened?
A: Players can always go back and view the combat results/replay of the last turn. Click on either the “Replay” or “Summary” buttons at the top of the main form (in the Turn group box). Players can also have the program add the text of each combat report to a file called “COMRPT.TXT” in the main program folder. To turn this option on, go to Preferences | General and check “Write combat reports to file”. One caveat, however, is that this file is not “game specific”, so if you play several different games in sequence, the turns for each will be mixed together within the file.
Q: If I manually put a unit into a specific march mode, how will that be affected by the unit’s movement SOP?
A: The unit will execute the manual march mode change when it comes up in the movement orders. However, the unit SOP will be applied when the unit begins moving again. Manual formation change orders are therefore only really useful at then end of a movement path to place the unit into a specific march mode for combat, or in preparation for SOP changes/continued movement.
Q: How do I make a unit pop smoke?
A: It depends on the type of smoke. If the smoke is an ammo type fired by a gun/launcher, then it is simply “fired” as standard DF or IF. If it is part of a PMD or other organic defense system, the player cannot fire it - if is fired automatically by AI.
Q: Why can’t I sometimes fire at an enemy unit, even if the LOS is valid?
A: There could be a couple of reasons, but the most common is that they firing unit does not “see” the target. One way to tell if this is true is if the target disappears when you click on the firing unit. This might also mean that the target has moved. Remember, with FOW on, units show up in their last known positions (from the active unit’s perspective), not where they actually are.
Another reason might be that no weapons are available to fire on the target. The simulation models firing paths exactly, so you’re going to get dead-zones behind terrain or dips in the ground level, especially for DF with non-powered projectiles, even if the LOS is valid (since it uses a straight line rather than ballistic curve). Or, it’s also possible that the weapon needs to be rotated to fire at the target, which might take longer than a pulse.
If you are playing at the high expert level, you can get information on the technical aspects such as flight paths, rotation, firing angles, and ranges by clicking the “View Targeting Results” check box on the bottom of the form.
Q: How can I change the basic load of ammunition for my units?
A: There are two ways. The first is to adjust the force supply level when creating a new scenario. That will adjust every ammunition amount from the standard basic load. The second is to edit the unit information for individual units at the start of the scenario (right click on the force tree).
Q: I wanted to choose a specific type of military unit, in this case a Marine fire team, but didn’t see it in the list. Why not?
A: The short answer is “for simplicity”. There are something like 5,000 different TO&E units available to the nationalities in the game. To have created them all in advance would have made force selection cumbersome, to say the least. So we put in what we felt were the basic units, and included the ability for users to easily create whatever other ones they might have a specific interest in.
Q: So how do I create a “fire team” of infantry comprised of different weapons?
A: Composite units such as this are known as “multi-part” units. They are created exactly the same as other units, however, 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”)
“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.
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.
That’s all there is to it!
Q: I can’t find information of creating a scenario in the manual. Am I missing something?
A: No, you are correct. Somehow that section was never written, and we’re working on making it available for download as soon as possible. In the meantime, however, just try it anyway. The process is straightforward, and each form has a help file associated with it. So go ahead and jump right in - keep it simple at first until you get comfortable with it.
Q: How can I turn off the unit symbols for passengers?
A: Unfortunately, you can’t in the current version. However, this option makes sense and will be worked into one of the first upgrades.
Q: It seems silly that I’m giving orders to squads in a battalion or higher level game. What was the designer thinking?
A: The game was intended for players to act as TF commanders, in this case as the field grade commander of the battalion or brigade sized TF. Instead, you’re trying to be a squad leader (*every* squad leader, in fact). Which is understandable given most players’ previous experiences with computer and board wargames. It’s also acceptable in POA-2, if that’s what you want, but realize in advance that in so doing you’re going to be doing a lot of micro-management. Not to mention that you’ll be losing a lot of the fog of war. Instead, I suggest giving orders only to your company HQ’s (using “formation move”), maybe tweaking the SOP’s, and then let the AI do the rest. You’ll probably also want to control supporting fires yourself, but the AI will do that as well, if desired. One option that might help reduce the inclination to micromanage is the ability for players to “turn off” units below a certain size (Preferences | Display - Minimum Unit Size to Show). In this case, turn off everything below platoon level. The squads are still there, but you won’t be tempted to click on them.
Q: I bought ADC-2 as the POA map editor last week, but now I see that it is now being offered as a special. Can I get a refund for the difference?
A: Absolutely. If you bought ADC-2 and POA-2 in the period 2 Jan -13 Jan 04, and paid full price for ADC-2, please email a request for credit to shipping@hpssims.com. We’ll post the refund to your credit card.
Update 15 Jan 04:
Q: 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?
A: 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.
Q: 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)?
A: 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).
Q: Can I place this (new) unit into any of the scenario's?
A: 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.
Q: When it comes to editing, is there an option to say edit the "effectiveness" or "proficiency" of a given nationality?
A: 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. 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.
Q: I‘ve given a unit orders, but it isn’t moving. Why not?
A: Well, there could be a number of reasons. The most likely is that execution is waiting for the command transmission delay time (including internal unit friction). This is the time it takes commands issued by you (the TF commander) to travel down the chain of command to the executing unit, and then to be implemented by that unit.
Other reasons include the unit being pined down by enemy fire, broken (morale-wise), or that the AI acting as the unit commander has either garbled or lost the order (as happens in real life) or has decided to disobey it for some reason (usually due to conditions you may not be aware of, but it is).
One good way to tell is to bring up the S-3 (Operations) officer and check the unit status. The Commo officer may also be helpful since it will show you the transmission delay times.
Q: Can I move units in the set-up phase, and how do I do it?
A: Yes, you can “jump” move units anywhere you like during the set-up phase of a new game or existing scenario (as long as it’s the set-up phase and not turn 1 - from turn 1 on, unit positions are locked). All you need to do is make sure the “Place Units” box is checked on the right hand side of the Place Units On Map screen, select/highlight the desired unit from the force tree, and then click on the map/off map location where you’d like it to be moved.
Update 20 Jan 04:
Q: What is the best scale of topographic maps to use for POA-2 scenarios? Are those used for the scenarios on the CD 1:50,000, 1:100,000 or what?
A: You can use any scale of map you like with POA-2, but yes, some will work better than others. It can get complicated, however, because users can set their own “meters per pixel” scale by creating new symbol sets. So, I can’t give you the best size for every situation that will ever come up.
However, since most users will use the default symbol set, we’re looking at 10, 20, and 70 pixels per 100 meters for each zoom, respectively. That works out to a scale in meters per pixel (mpp) of 10 mpp, 5mpp, and 1.4 mpp for each zoom level. At those scales (less than 1.5 meters per pixel), you want to be using the largest scale map you can find, e.g., a 1:25,000 map will work better than 1:50,000 one.
The maps used for the scenarios were between 1:25,000 and 1:50,000.
Q: I do not have "Aide de Camp 2", so I'm limited with the maps given with the basic program. But, should I "import" a scenario made by a third party who used AdC2 (let's say to simulate an attack on Grozny, complete with an accurate map of the city made with AdC2), would then his new map be available to me too for my scenarios, or new maps are "tied" to their respective scenarios, and so are not generally available to downloaders to be re-used for theirs?
A: Actually, scenarios are tied to maps. Which means whenever someone makes a map, it can be used freely for new scenario creation by anyone that he gives it to (or everyone if it is posted publicly). So, in this example, the gamer asking the question could play all of the scenarios offered by the original map-creator, plus make as many of his own as he would like using the custom Grozny map.
This also means that if someone creates a new map and makes some scenarios on it, users must have that map on their hard drive to play those scenarios. So the map will need to be distributed along with the scenarios (but only once - after a player has the map he doesn’t need to “get it again” with each additional scenario unless it has been changed in some way specific to that scenario - and in effect has become a new map).
Q: Does the scenario editor include any sort of trigger system for creating "events" like in TOAW?
A: No, specific “events” are not included in POA-2. In general, the default time scale of the game (usually less than an hour) doesn’t lend itself well to them. However, users can set up conditions at the start of a scenario that mimic certain events by using reinforcements and/or by giving units certain orders.
Q: Why do squads have to have a symbol on the map for each sub-unit (i.e., one symbol for the rifleman, one for the machine guns, one for the grenadiers, etc.)? It’s confusing!
A: They don’t. If they are distracting, turn off the use of multi-part units (Main Menu Preferences | Display | General: Compress Multi-part units). Once you do that, the HQ plus one symbol for each stacking type will be displayed. So, for example, a standard infantry squad (in a single location) will appear as three symbols - the HQ, one personnel unit (e.g., a rifleman) and if they are motorized, one for the vehicle. So the extraneous symbols have been eliminated.
Note: a bug in the release version of the program causes only one symbol to be displayed. But we’re working on fixing that now.
Q: Well, then why use multi-part units at all? Why not lump everything together into a single unit?
A: On the surface, grouping units together seems like a good idea, for example, a "grouped units" construct was used in TOP and Panthers. But, there are a number of reasons in POA2 that demanded individual units that couldn’t be ignored.
The first is that each weapon system has its own characteristics. Maybe the difference between a M16 rifleman and a M16/M203 grenadier isn’t that striking, but there is a significant difference between a single rifleman and a machine gun crew, or a mortar crew. They have different sizes, are sighted differently, have different weapons characteristics, suffer damage differently (including jamming and malfunctions), have different abilities to camouflage, take different kinds of IP’s, have different backblast conditions and might even require different kinds of transport vehicles. For example, a javelin team is going to be a lot easier to spot when they fire than a guy with an M-16, while at the same it may not be able to fire from inside an enclosed building due to backblast where the M16 would.
Not to mention, that’s only if you consider typical units. Because a user can make anything they want in POA-2, he could conceivably have a unit with riflemen, .50 cal gunners, a 120mm mortar and a ground based TOW. So, requiring them to be “lumped together” would result in something completely unrealistic - and so doing would take away the flexibility the program now has to create new formations.
The second reason is “partial” targeting by the enemy. Let’s face it; if you see a machine gun, you’re going to fire at it before you take on the guy next to him with a rifle. Plus, the damage is different since crew-served weapons essentially require more hits to take out completely.
The third reason is that it allows for “partial” sighting of a unit. Again, using the same example, the machine gun will likely be spotted first by an approaching enemy. It has a different detection signature than a rifle for one thing, but it will also open up at longer ranges. If the two were lumped together, you’d know both were there - when in fact the more likely situation in real life is you’d have no idea the guy with the rifle was there because he’s harder to see and hadn’t even fired yet.
The fourth reason is targeting of the enemy - the different components of a multi-part unit will usually engage different targets. Aside from range and flight path differences, usually an ATGM isn’t going to engage enemy infantry, and a rifleman isn’t going to engage a heavily armored tank.
The last reason deals with command and control. Because the chain of command is essentially “organic” in a multi-part unit, it does not require further transmission of orders over the standard communications net (as long as they are close enough). Plus, as leaders are taken out of action, replacement is also handled organically, which is quicker and causes less degradation than if different (non-multi-part) units are involved.
So, essentially the detail in the simulation requires that they be separate units, yet part of one “container” unit, which also is what they are in reality.
The next logical question, then, is, “doesn’t complete accuracy require each individual weapon system be its own unit?” To which the answer is yes, and that is what we had in the alpha versions of POA2. However, testing showed that while that configuration was fine for small engagements, with anything above a company the speed bogged down tremendously and it was exceedingly cumbersome. So I made the call to sacrifice some accuracy in the name of playability and consolidated the units to what you see in the default TO&E’s. However, I made that decision knowing that players valuing the extreme accuracy (at the cost of ease of use) could (and would), create their own units as individuals as we did originally.
Q: The BMP files used for the maps are huge. Is there a particular reason for using BMPs, or will the program also accept .jpg or .gif?
A: We use BMP files because they are what Windows “wants”, and though bitter experience I’ve found that it doesn’t pay to go against that if you can help it. Not to mention they are the easiest files for most folks to work with, even if they are large.
Q: Opportunity fire against moving enemies seems to be limited only to targets crossing a particular location designated (during set-up?) as a target reference point. Is this so?
A: Opportunity fire is limited to units crossing into the DF target area. That is where units are aimed by default when they are not firing at something else, and where the majority of their concentration will be focused. Enemy units outside that area are engaged with regular fire. The best way to think of it is that opportunity fire models the increased effectiveness against targets in designated sectors of fire.
Q: I can't seem to get helicopters to move. What am I doing wrong?
A: Nothing - unfortunately this is due to a bug (and is fixed in the first patch).