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August 3rd, 2005, 06:41 PM
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Corporal
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Join Date: Jul 2005
Location: Tucson, AZ
Posts: 142
Thanks: 92
Thanked 7 Times in 4 Posts
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Mobhack Unit A0 Edit Question
GREAT GAME!!! THANKS!!!
I want to edit the A unit group to add some of the other units that would be a part of the HQ section, in addition to A0, of which it is a part, i.e. XO vehicle - A1, etc.
Mobhack recommends against subordinating formations, but I just want to add some units, i.e. an APC to carry the HQ element, etc.
I have successfully changed the type of unit that is the HQ element, i.e. from HQ unit to an HQ tank, but so far no additional subordinate units seem to work. I can look at them in Mobhack, but they don't show up in the game. I have successfully don't this with other versions of SP, SPMBT DOS I think, but I seem to be doing something wrong.
Advise would be appreciated.
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August 4th, 2005, 10:36 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Mobhack Unit A0 Edit Question
Quote:
Akmatov said:
GREAT GAME!!! THANKS!!!
I want to edit the A unit group to add some of the other units that would be a part of the HQ section, in addition to A0, of which it is a part, i.e. XO vehicle - A1, etc.
Mobhack recommends against subordinating formations, but I just want to add some units, i.e. an APC to carry the HQ element, etc.
I have successfully changed the type of unit that is the HQ element, i.e. from HQ unit to an HQ tank, but so far no additional subordinate units seem to work. I can look at them in Mobhack, but they don't show up in the game. I have successfully don't this with other versions of SP, SPMBT DOS I think, but I seem to be doing something wrong.
Advise would be appreciated.
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You should be able to add an APC to the HQ (as long as that apc type is available 46-2020), and have a random APC come up alongside the HQ etc.
Changing the HQ to a non-HQ unit in the OOB is not recommended, so any playing about with that is at your own risk. (E.g. you say you changed it to a tank - is that unit class available throughout the entire life of the OOB in question?)
Cheers
Andy
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August 4th, 2005, 05:52 PM
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Corporal
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Join Date: Jul 2005
Location: Tucson, AZ
Posts: 142
Thanks: 92
Thanked 7 Times in 4 Posts
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Re: Mobhack Unit A0 Edit Question
Just checked here at work.
With Mobhack I can change the unit type for Unit 1 of Formation 001, the HQ Formation that is A0 in the game, and have it show up as I changed it in the game. Hence, I can make the HQ unit a HQ tank unit and have A0 change to a tank. But I can not add any other units to Formation 001. Hence, I couldn't leave the HQ as a 6 man group and add a vehicle for them or add vehicle units to the HQ Formation, Formation 001.
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August 5th, 2005, 01:38 PM
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Corporal
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Join Date: Jul 2005
Location: Tucson, AZ
Posts: 142
Thanks: 92
Thanked 7 Times in 4 Posts
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Re: Mobhack Unit A0 Edit Question
Checked last night to be really sure the vehicles I added to Formation 001 had the appropriate availablility dates - they did.
I changed slot A0 to unit 666-Bradley and slot A1 to the same. Then set up a battle in 2003 (this particular Bradley is available from 10/2001 to 12/1020). Unit A0 was a HQ Bradley and unit A1 was blank.
So the problem is not avalibility dates. It seems that it is impossible to add additional units to formation 001. Which is a pain if you want to set it up as a HQ formation.
Am I missing something or is this a bug?
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August 5th, 2005, 03:12 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Mobhack Unit A0 Edit Question
Quote:
Akmatov said:
Checked last night to be really sure the vehicles I added to Formation 001 had the appropriate availablility dates - they did.
I changed slot A0 to unit 666-Bradley and slot A1 to the same. Then set up a battle in 2003 (this particular Bradley is available from 10/2001 to 12/1020). Unit A0 was a HQ Bradley and unit A1 was blank.
So the problem is not avalibility dates. It seems that it is impossible to add additional units to formation 001. Which is a pain if you want to set it up as a HQ formation.
Am I missing something or is this a bug?
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I just checked the last DOS version, as well as the windows version.
It appears I have put in code to ensure that the HQ formation only has the one slot (everything else, including units and any sub-formations) is ignored, as the HQ is only m,eant to be the A0, and the game expects this to be an HQ unit, though it seems I did not add any code to ensure the 1 allowed unit was indeed an HQ.
So - the old warning in the Mobhack text is outdated, as the code is already ensuring that OOBS do not have a load of randomly chosen units which the end user will have no way of changing in the initial buy.
So - the bug is that I need to update the Mobhack help file to remove the now redundant warnings re these sorts of AI-bought add-ons.
Cheers
Andy
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August 5th, 2005, 07:43 PM
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Corporal
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Join Date: Jul 2005
Location: Tucson, AZ
Posts: 142
Thanks: 92
Thanked 7 Times in 4 Posts
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Re: Mobhack Unit A0 Edit Question
Andy,
Thanks for taking the time to explain this one to me.
I had hoped I was just doing something wrong, but now I know better how the system works and will work within it.
I know I had been able to change the units within the A Formation in the past, I suspect it was with that 'other' SP decendant.
Once again many thanks for this wonderful game and I'll be buying a copy of the CD shortly.
William
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