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  #1  
Old October 24th, 2020, 10:38 PM

Kiwikkiwik Kiwikkiwik is offline
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Default Range doubling OOB files

Ok these are the OOB files that goes with the thread range doubling
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File Type: zip UKGermanOOB.zip (57.1 KB, 23 views)
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  #2  
Old October 27th, 2020, 07:42 AM

Warhero Warhero is offline
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Default Re: Range doubling OOB files

Well do I understand right, these OOBs have double range what comes hand weapons, tanks, artillery etc.?

Warhero
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Old October 27th, 2020, 02:53 PM
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Default Re: Range doubling OOB files

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Originally Posted by Warhero View Post
Well do I understand right, these OOBs have double range what comes hand weapons, tanks, artillery etc.?

Warhero
Try reading his thread on the subject in the main forum and see what you think: http://forum.shrapnelgames.com/showthread.php?t=52537
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Old October 31st, 2020, 05:55 PM

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Default Re: Range doubling OOB files

Sorry for the late reply War Hero only the weapons appearing in the 4 listed scenarios have their ranges doubled
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Old October 31st, 2020, 06:01 PM

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Default Re: Range doubling OOB files

The scenarios to play with the modded OOBs are 199, 185, 223 and 129
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Old November 1st, 2020, 07:40 AM

Warhero Warhero is offline
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Default Re: Range doubling OOB files

Okay thanks.

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  #7  
Old November 3rd, 2020, 09:28 AM
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Default Re: Range doubling OOB files

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Originally Posted by Warhero View Post
Okay thanks.

Warhero

Keep in mind if you test these OOB's, that any mortar or artillery piece that has a current range >99 when doubled encroaches into the off map ranges (200+) the game uses for counterbattery and any mortar or artillery piece that has a current range > 128 when doubled will exceed the max value allowed for range ( 255 ) and the game will consider it capable of firing 63.5 - 64.4 km. ( or under the reduced scale 31.75 - 32.2 km and with the long-established SP scale we use, a mortar or artillery piece that can fire up to 128 hexes could fire 6.4 km in the real world.

Also, consider that any current scenario was designed with standard infantry capable of firing 10 hexes and the scenario designer may have deployed units just beyond that range which would allow the AI or the human player some chance to maneuver or redeploy units before coming under fire from infantry small arms and that by doubling the range they are capable of firing that throws all of that design planning out the window.

Also consider that any scenario designed to recreate a historical event using the Venola map generator or even a hand made map would have been made to the original SP 50yrd/m scale so, for example, two villages ( or hills ) that had been 6 km apart will, using a 25yrd/m scale be no longer be the correct distance apart for spotting and gun fire
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  #8  
Old November 3rd, 2020, 03:16 PM
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Default Re: Range doubling OOB files

Of course one thing the end user cannot change is that the game's visibility code is hard-wired to the 50 metre hex.

Any scenario is now operating at half original visibility distance.

The scenario designer, if he doubles that will very soon hit the hard limit (99?). Also, high visibility in game may well trigger dust trails (especially if the units move twice as fast!) and high visibility means further LOS penetration into cover - so previously hidden units may no longer be so.
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