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Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 9:10 am
by enric
I read several topics complain about this BA "feature". Unload infantry, attack, and reload on the Halftrack.
Just to make it know that in my Road to Wiltz scenario this is solved.
The way it works is explained in
https://dl.dropboxusercontent.com/u/361 ... oWiltz.pdf section Firing has a cost
As any of my mods it's open source.
Re: Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 10:18 am
by ERommel
enric wrote:I read several topics complain about this BA "feature". Unload infantry, attack, and reload on the Halftrack.
Just to make it know that in my Road to Wiltz scenario this is solved.
The way it works is explained in
https://dl.dropboxusercontent.com/u/361 ... oWiltz.pdf section Firing has a cost
As any of my mods it's open source.
Thank you Enric,
I will apply this to my Kampfgruppen Pieper Campaign which is great cause I wanted to use many halftracks.
I'm now waiting for Slitherine to increase the allowed opened Multiplayer scenarios from 20 to 40 so that I can post and play test.
I hope you will give them a try.
Re: Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 10:45 am
by kingt
Yeah, this is the mod I was referring to in a PM earlier to modify the unloading/firing/loading thing. But in Road to Wiltz, movement has also been modified for mechanized units, with tanks and transports able to travel longer distances on roads. Maybe the movement feature shouldn't make it to the Peiper campaign, as it will completely change the way tanks and transports move.
Re: Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 10:57 am
by enric
kingt wrote:Yeah, this is the mod I was referring to in a PM earlier to modify the unloading/firing/loading thing. But in Road to Wiltz, movement has also been modified for mechanized units, with tanks and transports able to travel longer distances on roads. Maybe the movement feature shouldn't make it to the Peiper campaign, as it will completely change the way tanks and transports move.
Yes, but the tanks and transports movement is another mod from the firing cost. So you can use one without using the other, although I think using a road or a track should be always easy for a vehicle that going on open ground.
Re: Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 10:59 am
by enric
ERommel wrote:enric wrote:I read several topics complain about this BA "feature". Unload infantry, attack, and reload on the Halftrack.
Just to make it know that in my Road to Wiltz scenario this is solved.
The way it works is explained in
https://dl.dropboxusercontent.com/u/361 ... oWiltz.pdf section Firing has a cost
As any of my mods it's open source.
Thank you Enric,
I will apply this to my Kampfgruppen Pieper Campaign which is great cause I wanted to use many halftracks.
I'm now waiting for Slitherine to increase the allowed opened Multiplayer scenarios from 20 to 40 so that I can post and play test.
I hope you will give them a try.
Please tell me which scenario is as there are so many new scenarios right now
Re: Unload infantry, attack, and reload on the Halftrack
Posted: Mon Dec 02, 2013 11:08 am
by ERommel
Enric THANK YOU VERY MUCH.
I just tested and it worked! I will be working on applying this and some of your other scripts as well.
Once again. I cannot thank you enough. KINGT knows how much I hate that unload, shoot, and reload "fault". I went as far as calling it a cheat.
So much do I hate this fault that I had removed all the halftracks from the majority of my Peiper scenarios thinking it was better to have trucks than to have a dozen halftracks flying about cheating.
This single script that you have created will improve my scenarios immensely and my level of joy playing as well. Now if I can only find a way to convince Slitherine to increase the allowed multiplayer games from 20 to 40...all would be very well.
The campaign I suggest you testing and giving me advice is called
Kampfgruppe Peiper
viewtopic.php?f=105&t=46007
But please wait a week or so. It will take me that long to edit all my scenarios with the new script and modify the units accordingly. Also waiting for Slitherine to do the right thing.
I will send you an email when they are ready.
The entire campaign has about 20 scenarios. I have 7 completed and the remainder are about half done.
Thanks again.