View Full Version : Where might I find/buy a naval gun unit?
OpArt222
June 20th, 2016, 01:02 PM
Can anyone tell me where might I find/buy a naval gun support unit for a USMC scenario set in 1958? I can't seem to find it in the USMC Artillery or Miscellaneous sections. I must be overlooking something.
Thanks.
scorpio_rocks
June 20th, 2016, 01:24 PM
Naval artillery (for all nations) is, as I understand it, ONLY available in assault battles with water conditions set to "Beach".
It will then show up in the Artillery section.
scorpio_rocks
June 20th, 2016, 01:30 PM
When building a scenario you MUST set the "global beach variable" to let game know its a beach assault.
from manual:
<table align="center" border="1" width="94%"><tbody><tr><td bgcolor="#E1B966" width="12%">$
</td> <td bgcolor="#F1DEB6" width="88%">Use this to set or reset the global beach variable 'gBeach' of the map for beach assault missions (triggers purchase of landing craft, use of naval off map artillery etc). Very useful for folk who made a large water map and forgot to make it using the normal 'convert 1 side of the map to beach' key! use this key after you have loaded the map into the editor, and before you purchase any troops at all, or difficulties can occur. This section of code will check to see that this is an assault mission, and will prompt you if it is not, you can elect to not follow this advice, but non-assault beach scenarios can have strange results. The game is intended only for assaults when the beach flag is on, remember!
Note that when you purchase the assault nation's troops you will be asked if you want to buy the landing craft for them, in some circumstances you may not want to do this (say for a batch of troops on an island, which the human player will ferry over as secondary waves, using the first wave's transport).
Note also that before the landing craft are bought, the code will now try to load up any swimming or flying transport craft with troops, before it buys the landing craft, so it will load up any separately bought amtracks, DUKW or Dakotas you have purchased, unlike the original SP series games!
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OpArt222
June 20th, 2016, 01:36 PM
Excellent. Thanks, Scorpio Rocks.
Suhiir
June 21st, 2016, 01:15 AM
Once you buy the Naval Guns you can swap the scenario back to another type.
shahadi
June 22nd, 2016, 03:51 AM
Got to keep up with the Game Guide, although it is burdensome at times trying to find what you're looking for.
Great job scorpio_rocks
shahadi
June 24th, 2016, 03:50 PM
In the Editor you can change units. So, in this instance, if you wanted to find naval guns, you could change the on map field artillery for off map naval guns.
I noticed the Raiders are set with a size of 1 while scouts have a size value of 0. I would edit my Raiders to 0 as stealth and surprise are two of their qualities.
I have been playing with PT Boats ferrying Raiders to attack artillery pieces and secure VF's in the vicinity of the petroleum storage facility.
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OpArt222
June 24th, 2016, 06:18 PM
Shahadi, Good idea regarding the Raiders. I appreciate the feedback. I am using Zodiacs to ferry the Raiders in the updated scenario. I am hoping to finish the revisions, and play testing this weekend.
Suhiir
June 24th, 2016, 09:53 PM
I noticed the Raiders are set with a size of 1 while scouts have a size value of 0. I would edit my Raiders to 0 as stealth and surprise are two of their qualities.
While I would tend to agree ... the USMC OOB was made to WinSPMBTs default standards when I revised it.
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