View Single Post
  #2  
Old May 25th, 2011, 09:37 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,985
Thanks: 473
Thanked 1,921 Times in 1,249 Posts
Mobhack is on a distinguished road
Default Re: Fixed core unit changes in User Campaign

Quote:
Originally Posted by Brian61 View Post
Finally getting back to reworking the Black Brigade campaign and I need to know what happens when you change a unit's weapons, ammo, and/or number of men in a fixed core unit.

The example I'm looking at here is changing a 10 man unit with a rifle grenade in slot #2 having 10 HE ammo into a 9 man unit with a LMG in slot #2 having 80 HE ammo.

Do the weapon changes persist throughout the campaign?
Will the unit start with 10 or 80 HE ammo in the later battles?
When the unit is repaired, will it have 9 or 10 men?

Thanks,
Brian
I haven't got a clue what the game would do - most likely it will return a non-template unit to its template, especially on manual fixing of same. The fix-up code would most certainly restore the database number of crew for the template. It may restore the armour suite on an AFV - things like ERA tiles get replaced to template, for example, since they get depleted.

No idea if it checks weapon ID number if that were changed, but the reload code most probably would restore the template ammo numbers and types. So if you changed an ATR into a rifle, on battle No. 2 you probably would find your unit has a rifle with 50 completely useless AT rounds, if not the ATR being fully restored to that weapon slot. (Or in your case, an LMG with just 10 bursts).

You could of course set up a simple 2 battle test campaign (a flat "firing range" map would do) and see what happens come battle 2.

Cheers
Andy
Reply With Quote
The Following User Says Thank You to Mobhack For This Useful Post: