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Re: PHCAS units
Posted: Thu Apr 02, 2015 10:16 pm
by ckraiderfan1
wow very cool
Re: PHCAS units
Posted: Thu Apr 02, 2015 10:21 pm
by ckraiderfan1
I keep Seeing references to new unit traits like camo

and Kamakazi !!!

I believe I have all the latest up date and I don't see any of these in the editor where can I down load these if they exist
thanks for your time
C king
Re: PHCAS units
Posted: Fri Apr 03, 2015 5:09 am
by phcas
If I understand your question. In the normal game no special units will show up in the editor. In different MODs they will depending on wich MOD. In the PHCAS mod more units will show up in the normal game and editor. The game is stil the same. Remember that some units are "nopurchase". They will not show up in the purchase screen in the game but will show up in the editor so you can put them were you want them.
Greetings
Re: PHCAS units
Posted: Fri Apr 03, 2015 4:54 pm
by ckraiderfan1
to clarify my question I want to build a new unit like your new Panther M10 so I go to the Unit editor create a unit slot and give it all its statistics like speed, "fuel","ammo", "Hard attack" initiative and so on and so forth then I go to the "Unit Traits" section of the Editor and select the different traits for this particular unit like "rott" or "nonpurchace" ,No Upgrade and so on .... so my question is why am I not seeing the newer traits like "Camo", "Kamikaze" ,"rocket" and so on like I see mentioned in other form posts I have all the latest game updates up to 1.22 Is it maybe the mod I'm using with the (GME) is an older frame work and not allowing the newer traits??? what do you think
Re: PHCAS units
Posted: Fri Apr 03, 2015 8:02 pm
by phcas
If you not see it in the editor you can open the equipmentfile with EXCEL and change it by hand I think (I only work directly with EXCEL in the equipment file.
Re: PHCAS units
Posted: Sun Apr 05, 2015 3:03 am
by ckraiderfan1
Which version of excel do you use??
Re: PHCAS units
Posted: Wed Apr 08, 2015 1:49 pm
by phcas
The Fokker T-VIII Royal Netherlands Airforce
Re: PHCAS units
Posted: Wed Apr 08, 2015 4:56 pm
by phcas
M36 and M38 Armoured Car Landsverk 181
Dutch Army 10-15 May 1940
Re: PHCAS units
Posted: Wed Apr 08, 2015 8:47 pm
by phcas
Daf Trado II
Dutch prime mover
Re: PHCAS units
Posted: Thu Apr 09, 2015 8:37 am
by phcas
Ford/DAF Dutch Prime mover for 47mm Bölher PAG gun (Anti-tank)
Re: PHCAS units
Posted: Thu Apr 09, 2015 11:01 am
by phcas
He-115
Re: PHCAS units
Posted: Thu Apr 09, 2015 7:02 pm
by Ballermann
Very nice, new units, thx

Re: PHCAS units
Posted: Thu Apr 09, 2015 8:13 pm
by phcas
Thanks Ballermann
Dutch Bridging
Re: PHCAS units
Posted: Thu Apr 09, 2015 8:17 pm
by phcas
Dutch Trucks
Re: PHCAS units
Posted: Thu Apr 09, 2015 11:21 pm
by ckraiderfan1
Re: PHCAS units
Posted: Thu Apr 09, 2015 11:46 pm
by BiteNibbleChomp
Paint isn't a good tool for unit editing as it doesn't support transparent pixels. I use paint.net, but Photoshop and GIMP also work.
Also to post photos, just attach a .jpg file to your post by clicking 'Upload Attachment', then Browse. once 'randompicture.jpg' is next to the word browse (or whatever your photo is called), then press Add the File. The page will appear to refresh, and then you can press Place inline where you want it to appear:

- Map1.JPG (47.73 KiB) Viewed 4493 times
It should look something like this!
- BNC (The picture is an old copy of one of my scenarios in the Mongol mod. The scenario has changed radically since then!)
Re: PHCAS units
Posted: Fri Apr 10, 2015 2:04 am
by ckraiderfan1

- Bergepanzer_III.png (40.08 KiB) Viewed 4484 times

- Panzer_IIID.png (39.59 KiB) Viewed 4484 times
I created a new transport class to support my panzer units It can be purchased just like a APC for Infantry.
it has a higher road speed than the Panzer III so you can move a heavily damaged unit out of harms way. I inserted the term "recovery" in the Usable Transports section of the Eqp file worked like a charm
but to make it realististic i'm trying to figure out a way to make it work or the unit switchable only when the tank is under 50% strength
And thanks to all the guys that made these great unit Icons
Re: PHCAS units
Posted: Fri Apr 10, 2015 2:07 am
by ckraiderfan1
Oh and thanks for all your help with my questions I have learned alot
Re: PHCAS units
Posted: Fri Apr 10, 2015 5:04 am
by phcas
I like recovery very much and was busy with recovery units and tank transport units in the past just like you. To add them to Tank units and give them more movement to retreat almost destroyed units from the front. There is only one major problem! The AI does not uderstand this. So if the AI is playing his tanks will arrive on the front in "recovery" or "Tanktransport" mode and you can destroy them all easy. Thats a problem anyway. If the AI is playing it is very uncarefull with mounted mode. Infantry will often arrive in their truks on the front and are easy to destroy in that way.
Re: PHCAS units
Posted: Fri Apr 10, 2015 3:08 pm
by ckraiderfan1
Excellent point I hadn't thought of that but being a novice Modder I tend to make special units for the human side of the equation

So instead of using the trans port switch another solution would be to use the other unit switch and assign a switchable "transport/recovery" unit to each armored vehicle but I would AI be smart enough to switch to the other unit???? I have noticed that AI tends to fight to the death most of the time any way.