View Single Post
  #3  
Old January 14th, 2012, 11:11 PM

scJazz scJazz is offline
Sergeant
 
Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
scJazz is on a distinguished road
Default Re: Adventures in Campaign Building by a Beginner

2) Once you buy the initial units for the scenario it becomes at best tedious that you do not alter the number of formations after the fact.

After initial testing you might decide that this side or that side is too powerful. Deleting any formation out of Player 1 (Human) will cause a strange shift in placement on the map and even observed changes in the number of "A0 command units" in Player 2. Multiple exits and re-boots of WinSPXXX might clear this oddity except for this strange fact...

The OpFire/AI artillery (AI artillery assumed but not yet proven) routines will direct fire at the unit with the lowest ID. This is assumed to be the A0 unit (and B0, C0, C1, etc). However, having deleted Player 1 Formations after initial testing all indexes shift up and perhaps beyond their initial pointers. Such that you could have in the index A0, D(stuff), B(stuff), ZY(other things that were deleted earlier but are now here)

NOTE: Clever designers could probably exploit this... make a force, delete some stuff... add some more back and the unit Index would be high enough to force the AI to fire at it rather than anything else preferentially.

END NOTE: Unless you wish to intentionally exploit the OpFire and AI Artillery routines... do not delete formations at all. Change them all into 1 pt formations and set them on the map edge.

Other amusing side effects are the "units with no location" aka Aux units as passengers pushed out to the last known "Fixed" location on the map or just left out in the water.
Reply With Quote