5.2.3 units
Moderators: The Artistocrats, Order of Battle Moderators
5.2.3 units
The various T34 models' availability dates look odd. Intended?
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- t34.jpg (127.74 KiB) Viewed 3734 times
Re: 5.2.3 units
The '42 availability is too early I think, noticed the same in Raseiniei
Re: 5.2.3 units
A typical copy & paste error in the excel sheet when you duplicate a similar unit and forget to update all entries of the new one. I know that too well when adding new units.
Something else: I haven’t played with the Brit SBS units yet, but the SBS_Canoe has "amphibious:SBS_40" as switch. As all SBS_40 until SBS_45 got the same SBS_Canoe switch, reverting back will most likely turn a former late-war SBS unit into an early-war one. I think the "instantRevert" switch line like with the mortar-units should better work here, but haven't tested it yet.
Another unit: Blenheim_MkIV_Supply has the switch "revert:Blenheim_MkIV", but the Blenheim_MkIV no switch to the supply-variant. No idea if that is intended.
Something else: I haven’t played with the Brit SBS units yet, but the SBS_Canoe has "amphibious:SBS_40" as switch. As all SBS_40 until SBS_45 got the same SBS_Canoe switch, reverting back will most likely turn a former late-war SBS unit into an early-war one. I think the "instantRevert" switch line like with the mortar-units should better work here, but haven't tested it yet.
Another unit: Blenheim_MkIV_Supply has the switch "revert:Blenheim_MkIV", but the Blenheim_MkIV no switch to the supply-variant. No idea if that is intended.
Re: 5.2.3 units
This Ilyushin Il 4 strategic bomber is attacking an empty city (reducing supply).
It is getting some kind of flank support from the two destroyers which have already destroyed the Finnish unit in the city.
Is this an intended flank support? If yes, why?
It is getting some kind of flank support from the two destroyers which have already destroyed the Finnish unit in the city.
Is this an intended flank support? If yes, why?
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Re: 5.2.3 units
It's the rule that AA/ship units with supportAA trait defend whatever is attacked in radius. Supply point zones are also treated like units in case of SB bombing.
I see nothing wrong there. Can't see enough of the excellent AA animations in particular of ships. I've added the supportAA trait to other ship classes as anything else would be implausible und less fun to watch.
I see nothing wrong there. Can't see enough of the excellent AA animations in particular of ships. I've added the supportAA trait to other ship classes as anything else would be implausible und less fun to watch.
Asleep At The Wheel
Multiplayer
If you set a unit to sleep on turn-x, wake it up at turn-y, it will still be asleep at turn-z
If you set a unit to sleep on turn-x, wake it up at turn-y, it will still be asleep at turn-z
Air refuel
Not a bug, but a game issue.
You can occupy an airfield and land a friendly air-unit on the same turn.
The next turn it can refuel (and probably reapir as well?).
I think the airfield flag should be raised before a player can take a newly occupied airfield in use.
You can occupy an airfield and land a friendly air-unit on the same turn.
The next turn it can refuel (and probably reapir as well?).
I think the airfield flag should be raised before a player can take a newly occupied airfield in use.
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Re: 5.2.3 units
Typos in units.csv
Matilda_MkII;201: heavyThreaded
Churchill_MkIV;2134: heavyThreaded
Churchill_AVRE;2136: heavyThreaded
Churchill_Crocodile;2137: heavyThreaded
Char_B1_Germany;1308: heavyThreaded
Char_B1;1234: heavyThreaded
There are unnecessary double-entries of the "minelayer" trait for most engineer inf-units, but that shouldn't really cause trouble.
Armadillo_MkIII;1033: becomes available to purchase in the last 2-3 scenarios of the Burma campaign although it normally requires the Home_Guard specialisation. Reason is the lack of id-number of Home_Guard in the specialisations.csv file that makes the units.csv file ignore the restriction. An added noPurchase trait could temporarily fix that issue.
Matilda_MkII;201: heavyThreaded
Churchill_MkIV;2134: heavyThreaded
Churchill_AVRE;2136: heavyThreaded
Churchill_Crocodile;2137: heavyThreaded
Char_B1_Germany;1308: heavyThreaded
Char_B1;1234: heavyThreaded
There are unnecessary double-entries of the "minelayer" trait for most engineer inf-units, but that shouldn't really cause trouble.
Armadillo_MkIII;1033: becomes available to purchase in the last 2-3 scenarios of the Burma campaign although it normally requires the Home_Guard specialisation. Reason is the lack of id-number of Home_Guard in the specialisations.csv file that makes the units.csv file ignore the restriction. An added noPurchase trait could temporarily fix that issue.
Re: 5.2.3 units
I suggest adding the new noZOC trait (no Zone-of-Control) to following unit types:
- ground units that lack offensive abilities like transport trucks
- AA units that can't attack other ground units in AA-mode
- planes that can only defend against other air threats
- supply and transport ships that lack the ability to attack other ships
- structures that lack any offensive means like fuel depots, airstrips, tunnels, etc.
- submerged submarines already have no zone-of-control as far as I’ve tested it
I also recommend adding the camouflaged trait to the nightFighter-trait units to give them a useful sneak ability. No need to add extra commanders with the camouflaged ability like the Soviet night-witches.
Following aircraft also served as nightfighters beside the Po-2 (rather U-2 until 1944).
- J1N1-S_Gekko
- J1N1-Sa_Gekko
- P61B_BlackWidow
- P61C_BlackWidow
- all Beaufighters
- Pe-3
- Bf110_F+, should you continue adding more Bf 110s
PS: in the whatsnew.pdf of the game there is a typo:
• Ground units can no longer attack if their efficiency has dropped below 10. This will
prevent situations where two 0 efficiency units keep attacking each other, never being
able to recover or deal any real damage.
That should read "below 1".
- ground units that lack offensive abilities like transport trucks
- AA units that can't attack other ground units in AA-mode
- planes that can only defend against other air threats
- supply and transport ships that lack the ability to attack other ships
- structures that lack any offensive means like fuel depots, airstrips, tunnels, etc.
- submerged submarines already have no zone-of-control as far as I’ve tested it
I also recommend adding the camouflaged trait to the nightFighter-trait units to give them a useful sneak ability. No need to add extra commanders with the camouflaged ability like the Soviet night-witches.
Following aircraft also served as nightfighters beside the Po-2 (rather U-2 until 1944).
- J1N1-S_Gekko
- J1N1-Sa_Gekko
- P61B_BlackWidow
- P61C_BlackWidow
- all Beaufighters
- Pe-3
- Bf110_F+, should you continue adding more Bf 110s
PS: in the whatsnew.pdf of the game there is a typo:
• Ground units can no longer attack if their efficiency has dropped below 10. This will
prevent situations where two 0 efficiency units keep attacking each other, never being
able to recover or deal any real damage.
That should read "below 1".
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: 5.2.3 units
Or add a "%"Horst wrote:That should read "below 1".
Re: 5.2.3 units
Belgian_Infantry_40;4040: lightThreaded
Chasseurs_Ardennais;4041: lightThreaded
20mm_FlaK_38_AT;2139: NoEditor
20mm_Flak_38;2140; NoEditor
Dear mappers, please don't kill me for reporting the 20mm! You are going to loose it in the editor if this is fixed.
Chasseurs_Ardennais;4041: lightThreaded
20mm_FlaK_38_AT;2139: NoEditor
20mm_Flak_38;2140; NoEditor
Dear mappers, please don't kill me for reporting the 20mm! You are going to loose it in the editor if this is fixed.
Re: 5.2.3 units
I don't understand why certain units should not be available in the editor.... 
Re: 5.2.3 units
I guess the 20mm is too special as owner-of-Kriegsmarine bonus reward. Same with the SS_Wiking inf-unit.
There are more units in 5.2.3 which aren't available yet to the editor like Brit Home Guards or the Armadillo_MkIII that is purchasable during the Burma campaign but not available in the editor. Let's see what these units are made for later.
Hurricane_MkIIC ground-attack plane is also unpurchaseable and not editor-free.
Indian_Engineers_41/42 also looks like an unused left-over from the Burma campaign development.
Supply variants for the Blenheim and Ju-52 are also not available.
What could also be useful in the editor to see are AT-mode variants of units if you like to design a defensive scenario for the AI.
I'm also still puzzled what they were planing for the Ohka carrier-bomber. I guess the switch mechanic was too complicated to use or trigger.
What isn't that useful to show up in the editor are the big-gun variants of the BBs. I don't use this switch-feature in my game anyway.
The mortar-infantry variant for Heavy-Inf units is fine not to be seen as the revert-mechanic to the original inf-unit could possibly not work correctly then.
Surfaced submarines aren't shown in the editor either. I have never seen an surfaced submarine of the AI, so another example of rather unusual AI feature.
And last but not least there is a super-secret Floating_Device, the nightmare of every naval fleet, that is forbidden for mortals to toy around with.
Erik, I think you already know your way around in the units.csv file should you ever have the desire to place some units in your scenarios. I don't want to feel the ban-hammer on my head here if I give such instructions to make units available to be purchased in the game, in particular the 20mm.
There are more units in 5.2.3 which aren't available yet to the editor like Brit Home Guards or the Armadillo_MkIII that is purchasable during the Burma campaign but not available in the editor. Let's see what these units are made for later.
Hurricane_MkIIC ground-attack plane is also unpurchaseable and not editor-free.
Indian_Engineers_41/42 also looks like an unused left-over from the Burma campaign development.
Supply variants for the Blenheim and Ju-52 are also not available.
What could also be useful in the editor to see are AT-mode variants of units if you like to design a defensive scenario for the AI.
I'm also still puzzled what they were planing for the Ohka carrier-bomber. I guess the switch mechanic was too complicated to use or trigger.
What isn't that useful to show up in the editor are the big-gun variants of the BBs. I don't use this switch-feature in my game anyway.
The mortar-infantry variant for Heavy-Inf units is fine not to be seen as the revert-mechanic to the original inf-unit could possibly not work correctly then.
Surfaced submarines aren't shown in the editor either. I have never seen an surfaced submarine of the AI, so another example of rather unusual AI feature.
And last but not least there is a super-secret Floating_Device, the nightmare of every naval fleet, that is forbidden for mortals to toy around with.
Erik, I think you already know your way around in the units.csv file should you ever have the desire to place some units in your scenarios. I don't want to feel the ban-hammer on my head here if I give such instructions to make units available to be purchased in the game, in particular the 20mm.
Re: 5.2.3 units
The Jap Ki-15 recon plane lacks the limitlessFuel trait although having 0 as fuel value, thus showing always 0 as fuel in the game.
It also defends to the front although historically only equipped with a rear-firing mg. I remember it's not the only plane that fires in the wrong direction, but need to recheck that sometime.
It also defends to the front although historically only equipped with a rear-firing mg. I remember it's not the only plane that fires in the wrong direction, but need to recheck that sometime.
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Assaulted_Peanut
- Lance Corporal - Panzer IA

- Posts: 16
- Joined: Thu Feb 20, 2014 10:59 am
Re: 5.2.3 units
Sturmpanzer IV bug:
-> Artillery mode:
Defense [Land] Mech: 14
Defense [Land] Inf: 10
-> Anti-tank mode:
Defense [Land] Mech: 26
Defense [Land] Inf: 20
Would be nice, if this could be corrected in the next patch.
-> Artillery mode:
Defense [Land] Mech: 14
Defense [Land] Inf: 10
-> Anti-tank mode:
Defense [Land] Mech: 26
Defense [Land] Inf: 20
Would be nice, if this could be corrected in the next patch.
Re: 5.2.3 units
The only structures with noSupply trait are the fortress, sea_fort, and tunnel. The rest is all affected by supply.
No idea if it makes sense to include the supply rules to a structures like a fuel_depot. I vaguely remember some original campaign missions where it's useful to cut-off (concrete) bunkers from supply, so I wouldn't really change that.
Fortress is still fine with noSupply as they often held quite long like the Polish Modlin, but something like bunkers got the supplyResilient trait in my game that reduces the drain by half at least.
No idea if it makes sense to include the supply rules to a structures like a fuel_depot. I vaguely remember some original campaign missions where it's useful to cut-off (concrete) bunkers from supply, so I wouldn't really change that.
Fortress is still fine with noSupply as they often held quite long like the Polish Modlin, but something like bunkers got the supplyResilient trait in my game that reduces the drain by half at least.
Re: 5.2.3 units
It's possible to launch torpedoes through vessels that have the torpedoImmune trait.
Something else about healer units: Medical Jeep and Support ship's heal/repair ability reduces twice as much XP compared to any unit's self-repair. That makes these units pretty useless.
v2.3.8 – March 29, 2016: When using standard repair, experience loss is less significant
Possible that the healer-ability wasn't affected by this change, or hopefully it wasn't by purpose.
Something else about healer units: Medical Jeep and Support ship's heal/repair ability reduces twice as much XP compared to any unit's self-repair. That makes these units pretty useless.
v2.3.8 – March 29, 2016: When using standard repair, experience loss is less significant
Possible that the healer-ability wasn't affected by this change, or hopefully it wasn't by purpose.


