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Re: Switch button

Posted: Fri Nov 08, 2013 6:32 pm
by Uhu
Thank you very much!
For a time I will still use the grey version but later in 1944 and for the Hungarians too I will use the masks in the Camo Sprayshop. Would you make the AA version too please?
From now I will also use the 251/1-mounted panzergrenadiers to replace my Kradschützen units because they were anyway dispanded as Motorcycle battalions and merged into APC-recon units. So thanks also for this icon! :wink:
...and I'm still wondering how nice are your wheeled 88 Flak/Pak units! It hears maybe silly but with this new look I find my 88 guns even more deadly as before. :twisted: With this new gun form the vanilla one looks like a minecraft or lego square-form model. :)
LuftWFJ44 wrote:I never tried the camo sprayshop and I did no masks, sorry. But feel free to do whatever you like with those icons.
Edit: I downloaded it and it looks great... :-) I will see if I can do the masks
Edit 2: too much work :-)) the tool is great and I will most probably use it especially for creating captured equipment
I did not make the pink wheels, but the results the sprayshop gives are quite fine I think

Re: Switch button

Posted: Fri Nov 08, 2013 6:58 pm
by LuftWFJ44
And now something completely different :-)

The special forces... the US Army has the Rangers, the British have the SAS, LRDG and the Commandos, the Germans need their Brandenburgers and also the villains of Skorzeny, the SS Sondervehrband z.b.V. and later the SS Jagdverband.

I made the vanilla SAS only for desert as they were, and 'created' a new icon for european theater from 1943 (simply the british paras without the chute picture). I am not sure what will they switch to yet, but I've added the sniper version for the Commando (who also have desert and european variant), high soft attack (9), no hard attack, range 1, camo trait (for all special forces)... it will need testing, but after a few trials they seem to be good fun to play with. The german Brandenburgers would be more or less the same as the Commando, so they have a sniper variant, while the SS commandos are special : the early ones may switch to the british infantry icon. They now have a bit worse attack stats, but higher initiative. The later version turns into the US infantry. They will also have special captured transport at their disposal.

I've also changed the LRDG Inf into a real LRDG looking one, not just the basic british infantry. I wanted to change their Chevy-WB into a transport, but... of course, the reconmove trait does not work for the transport class units, so they stay as they are. I will see if it is possible to switch a ground unit into a ship-class, I guess it should be possible, at least in a port. The special forces might learn to swim.

BTW the reconmove trait is good for destroyers I think. And, when speaking about the traits, the nozoc trait gave me an idea for the air units : air zoc is off by default. I turned it on, and added the nozoc trait to all tactical and strategic bombers, the CAP is now a bit more effective.

Re: Switch button

Posted: Sat Nov 09, 2013 1:41 am
by guille1434
LuftWFJ44: Nice work with th8 8,8 cm Flak on carriage! And also very good ideas on the new uses of the "Switch" button.
A new feature I would like very much to see in a future version of this game: A "Switch on base only" trait (or new button in the user interface). With this you could configure aircraft with different ammo loads only when it is stationed on an air base (or carrier!). And so, torpedo/bomber aircraft, for example, would only be able to switch its ammo load only in base an not in flight, making more difficcult to switch targets while the air strike is already launched (with aircraft on the way).

Uhu: Very nice and clever solution to the "three switchable unit bug"!!! I found the same problem, but could noy figure out a solution! Thanks pal!!! :-)

Re: Switch button

Posted: Sat Nov 09, 2013 8:58 am
by LuftWFJ44
There is even a better solution to the "nopurchase-trait-problem" when you want to have multiple switches... :-) in fact we do not really need the nopurchase trait. We may simply put a non-existing flag to the unit we do not want to be purchasable, and the effect is the very same, because by switching your unit to another unit, be it a german unit for a british unit, the original flag stays. So here we go, unlimited switches with no freezes.

Re: Switch button

Posted: Sat Nov 09, 2013 11:05 pm
by guille1434
I don't know about this last option... You would not be able to take a city (or any "flagged" objective hex) with your switched unit if you use that solution. May be that the availabilty date trick is better because it does not cause this other collateral effect. By the way, anyone knows the date limits that the eqp file accepts?

Re: Switch button

Posted: Sun Nov 10, 2013 12:17 am
by LuftWFJ44
Whatever unit you switch to, whatever flag it has in the pzeqp, it's real flag ingame is the flag of the parent unit. There are no collateral effects, and you can capture the towns with the secondary or terciary unit normally.

Re: Switch button

Posted: Sun Nov 10, 2013 2:13 am
by guille1434
That is very good news! :-)

Re: Switch button

Posted: Sat Feb 01, 2014 1:08 pm
by phcas
Thanks for the good ideas. I will work it out in my own mod. The three way 88mm Flak/AT/Art works fine.

Re: Switch button

Posted: Mon Feb 10, 2014 8:56 pm
by phcas
I have a problem. I make use of the switch button to create minefields, bunkers, radars etc. They first are halftracks and switch into minefields, bunkers, radars etc. They can not switch back to halftracks, you can't drive around with bunkers! For a scenario it works fine, but.................. I have this units in my core campaign force. When I go to the next scenario my halftracks are gone and changes into bunkers and minefields and I can not get my halftracks back. Does someone have a idea?

Re: Switch button

Posted: Tue Feb 11, 2014 3:27 am
by ThvN
Difficult to say without seeing the equipment file, but to give a few general tips:

Make sure one of the switch versions has the 'primary' trait, the rest are better set to 'nopurchase' (this determines which unit is the main unit that can be bought and upgraded)

If you can't switch back and forth, check that both switch versions have the correct ID no. in the 'multipurpose column. Every switch version involved must have a number that points to the unit it is supposed to switch into. So one entry in the 'primary' unit column, and then another entry in the switchable version that is the ID no. of the primary unit. (example using the stock 88mm:) ID 72 (Flak gun) has '99' in the multipurpose column, and ID 99 (the anti-tank version) has '72' in this column.

Otherwise the switch would be one-way only, like with the V1 and V2.

Re: Switch button

Posted: Wed Feb 19, 2014 2:52 am
by guille1434
I think the problem may well be as ThvN explains... I t happened to me, a LOT!

By the way, Phcas... would you be so kind to share the icons for the bunker, the Wassermann Radar an the Airfield which are showing in the image you posted above? Thanks!!! :-)

Re: Switch button

Posted: Wed Feb 19, 2014 11:23 am
by phcas
The units you asked for............

Re: Switch button

Posted: Wed Feb 19, 2014 3:42 pm
by guille1434
Thanks, pal!! :-)

Re: Switch button

Posted: Sun Apr 27, 2014 7:49 pm
by phcas
I had a idea about using recovery units in the game. Use the switch button to change your tank unit into a recovery vehicle (SdKfz-9, Bergepanther etc) Let the recovery unit have a +1 or +2 movement vs your tank unit. When your tank unit sufferd heavy losses and it's strenght is down, use the switch button to drive your unit away from the front for recovery. You can retreat further with your recovery unit than you could with your tank unit. This make the recovery unit usefull. What about this idea?

Re: Switch button

Posted: Mon Apr 28, 2014 12:40 am
by Razz1
phcas wrote:I had a idea about using recovery units in the game. Use the switch button to change your tank unit into a recovery vehicle (SdKfz-9, Bergepanther etc) Let the recovery unit have a +1 or +2 movement vs your tank unit. When your tank unit sufferd heavy losses and it's strenght is down, use the switch button to drive your unit away from the front for recovery. You can retreat further with your recovery unit than you could with your tank unit. This make the recovery unit usefull. What about this idea?

I have been looking for a model of a tractor trailer with a tank on it to use for this purpose.

The cost of the unit would have to be allot more expensive.

Re: Switch button

Posted: Mon Apr 28, 2014 4:58 am
by phcas
Recovery was more towing I think, the trailers for transport. But I will be back with the SdAnh-116..................

Re: Switch button

Posted: Mon Apr 28, 2014 6:41 am
by phcas
A little quick test. SdAnh 116

Re: Switch button

Posted: Mon Apr 28, 2014 7:25 am
by phcas
Reworked / Better angle and detail

Copy your panzers at 70% and place them on the SdAnh 116

Re: Switch button

Posted: Mon Apr 28, 2014 7:28 am
by Wellingham
LuftWFJ44 wrote:Good idea.

Another excellent feature is the transport cathegory restriction. This allows for some nice details as well:
SdKfz_251-1_pz.png
The SPW 251/1 serving as transport to Schützen or Panzergrenadiere with better fighting stats, restricted to the armored infantry only.
SdKfz_251-16.png
...and my favorite: SPW 251/16, transport for armored infantry or engineers, armed with two flamethrowers (with modified Flammpanzer II animation).

The switch button does not work for the transport class however.
Love the mini troopers in there! Hahaha!

~Ulisses Montagna

Re: Switch button

Posted: Mon Apr 28, 2014 9:21 am
by iceFlame
phcas wrote:I had a idea about using recovery units in the game. Use the switch button to change your tank unit into a recovery vehicle (SdKfz-9, Bergepanther etc) Let the recovery unit have a +1 or +2 movement vs your tank unit. When your tank unit sufferd heavy losses and it's strenght is down, use the switch button to drive your unit away from the front for recovery. You can retreat further with your recovery unit than you could with your tank unit. This make the recovery unit usefull. What about this idea?
Very interesting. I like the concept of including recovery vehicles as they were a very prominent feature on real battlefields. Nice job on the icons as well! :D