jaw
Member
I'm trying to edit the combat values in EL ALAMEIN '42, but it seems I have to edit each unit individually. Is there any way to edit unit types "globally" rather than each unit one at a time?
Jim Wirth
Jim Wirth
Hi Jim,jaw said:I'm trying to edit the combat values in EL ALAMEIN '42, but it seems I have to edit each unit individually. Is there any way to edit unit types "globally" rather than each unit one at a time?
Jim Wirth
Jim:jaw said:Thanks Rick, I'll give it a shot.
Jim Wirth
You can also open up the OOB in notepad and do a find/replace.
Or, copy/paste from another OOB.
OK - I guess I was on a different tact.The only problem I have run into so far is duplicate unit numbers, which can be a pain. But, the scenario editor calls them out and the location.
Edit: If I am copying a unit from another OOB, I make sure that the unit is removed from the scenario first.
Well Arimus - I am afraid I don't see any need to replicate that feature in the PcOOB - not only on account of copyright - but it isn't a feature I need really.The OOB Editor lacks some global editing functions, but other than that it is good. One thing that is missing that was in the old campaign series was moving a formation out or into a parent (left and right arrows). That would be handy to have.
There is no reason to Crop the OOB. Not sure what game you are playing but most since PzC#2 all us a Master OOB. Smolensk was developed before my time and it uses many smaller OOBs - (I can't explain why - I wasn't involved). If you look at Mike Avanzini's Battle Pack II for Smolesnk, I think you will see all those S41 Scn mikes MASTER OOB.Well, maybe you can give me some tips on how you move units around in your oob. I'm guessing you create a master OOB and crop/use it for all scenarios.
In this instance I would use the Scn editor Corps Attachment rules to link the units to another Corps.What if later on you realize that a Corps was supposed to be attached to a different HQ or a division to a different Corps. Won't copying it in the OOB and then deleting it cause an error in all the scenarios where it is used?
There is no MOVE Function in the OOB. You can Copy and paste a Unit from one place to another, but when you do that makes two units and the second one must have different unit IDs. You could make a arguement for MOVING bu that would create a problem for the Scn Editor because each Unit can only have ONE ID, so it would be a problem if two units in any OOB had the same ID Number - the Scn wouldn't know which one to use.From what I can tell, to move a unit later in the design process, you have to remove it from all the scenarios it is used, copy it, delete the original, then reposition it in the scenerios.
Thanks for the info - the larger Stalingrad OOB wasn't actually suppose to ship with the game. I did develop the OOB using ONE file but the reason for this approach helps illustrate the nice thing about Globally editing values in the OOB. I knew we had three separate sections of periods and doing the preliminary work in ONE single master OOB made certain that a Tank type or Gun in one period had the same value in all the periods.Thanks for the feedback. I don't have any specific issues right now, just learning the game.
I'm playing the stalingrad game and it contains a large OOB file plus several smaller ones that look to be subsets of that.
Glenn, based on your comment above, could you please clarify something for me. I'm in the process of editing the Uranus campaign scenario and I want to add Explicit Supply. I saw the supply units in the master Stalingrad OOB and thought I was okay. I don't think there are supply units in the period OOBs (I'm replying from work without the game in front of me). Do I have to add supply units to the November OOB (if not there already) to have them in the Uranus scenario?the larger Stalingrad OOB wasn't actually suppose to ship with the game. I did develop the OOB using ONE file but the reason for this approach helps illustrate the nice thing about Globally editing values in the OOB. I knew we had three separate sections of periods and doing the preliminary work in ONE single master OOB made certain that a Tank type or Gun in one period had the same value in all the periods.
Ya - that is what you need to do - add your Exp Supply units.Glenn wrote:
Do I have to add supply units to the November OOB (if not there already) to have them in the Uranus scenario?
There is no special rules for them so nothing to cover in the DOCs. Basically these units function like a DEPOT - IE no movement like a Truck, Wagon or Mule. They are generally much smaller than Depots and we have a separate cover so we can show a picture of a Parachute in the unit Window.Thanks Glenn, I'll do that. BTW, I noticed among the Supply Units in the Stalingrad OOB, a type called Supply Drop, but I can find no reference to supply drops in the rules. What is a Supply Drop?
Jim Wirth
Are parachute dropped Supply units subject to air interdiction and can you set the probablility of scatter in the PDT? The reason I ask this is these "Supply Drops" could be a neat way of simulating the Luftwaffe air supply effort if you could guarantee they would "land" in a particular hex (e.g. Gumrak airfield). Random air interdiction would be nice (but not necessary) to have also.The idea is these Exp Supply units would arrive as reinforcement using the check box ON for para which triggers a sound when they arrive AND generally they are set to scatter when they arrive. But all of these issues are controlled by the basic game rules.
Interdiction, as a game function is triggered by movement and thee units can't move. However you could set the probablity of arriving with a low value and you can check ON Check Once daily if you are after variation.Glenn wrote:
Are parachute dropped Supply units subject to air interdiction...
Scatter is defined in the reinforcement dialog. You set the number of hexes it might scatter too. You can control this more if you set some to no scatter, some to 1 hex, and some to 2 hexes ect ect.and can you set the probablility of scatter in the PDT?
... then you would set NO SCATTER or leave the value at zero.[/QUOTE]The reason I ask this is these "Supply Drops" could be a neat way of simulating the Luftwaffe air supply effort if you could guarantee they would "land" in a particular hex (e.g. Gumrak airfield).
It wouldn't be "interdiction" so much as non-arrival due to the percantage chance of arriving.Random air interdiction would be nice (but not necessary) to have also.