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falcon4:campaign:reinforcements [2009-04-27 11:12]
snakeman added Sherlock's notes about reinforcements.
falcon4:campaign:reinforcements [2017-10-13 20:11] (current)
snakeman http to https switch.
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 Snake Man notes / TODO: if I add 0.5 does it mean 30 minutes, or does the hours digit only work in 1, 2, 3 etc numbers? Snake Man notes / TODO: if I add 0.5 does it mean 30 minutes, or does the hours digit only work in 1, 2, 3 etc numbers?
  
-Also CCC wrote in [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​p=176477#​p176477|this post]] the following: However, no promise the units can show up on time or later.. it seems up to campaign AI - if the AI decide you need Reinforcement,​ they will show up - if AI decide you don't need them - well.. no reinf.+Also CCC wrote in [[https://www.pmctactical.org/​forum/​viewtopic.php?​p=176477#​p176477|PMC Tactical forum post]] the following: However, no promise the units can show up on time or later.. it seems up to campaign AI - if the AI decide you need Reinforcement,​ they will show up - if AI decide you don't need them - well.. no reinf.
  
 So - it's quite tricky to balance the ground war powers - only some force level/​ratio/​situation can make campaign AI call for reinforcement. So - it's quite tricky to balance the ground war powers - only some force level/​ratio/​situation can make campaign AI call for reinforcement.
  
-IMHO if we can not set reinforcement units show up at a given time point, we can not make "​simulated"​ amphibious landing. the alternative is placing marines at beachhead in the begining ​of war.+IMHO if we can not set reinforcement units show up at a given time point, we can not make "​simulated"​ amphibious landing. the alternative is placing marines at beachhead in the beginning ​of war
 + 
 + 
 +===== Time Acceleration ===== 
 + 
 +There is chance that if you run your campaign time acceleration more than 8x speed, your reinforcement unit might appear in various times and not the specified in Reinf tab in TacEdit. This apparently is because the campaign engine has so much to process, that it loses focus on these reinf unit clocks (or something). So if you're debugging your reinf units, don't accelerate time faster than 8x.
  
  
 ===== F4AF ===== ===== F4AF =====
  
-Sherlock wrote [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​p=181320#​p181320|here]] the following:+Sherlock wrote [[https://www.pmctactical.org/​forum/​viewtopic.php?​p=181320#​p181320|PMC Tactical forum post]] the following:
  
 For squadrons you have to make them a "​Parent"​ (check the box in the Unit flags screen) AND check the "​Inactive"​ box in the same screen. Then set the time in hours (this is approximate). Also I've found that if you move the start of the campaign from the normal 9am start time that his screws up any reinforcement times you might have already set on units For squadrons you have to make them a "​Parent"​ (check the box in the Unit flags screen) AND check the "​Inactive"​ box in the same screen. Then set the time in hours (this is approximate). Also I've found that if you move the start of the campaign from the normal 9am start time that his screws up any reinforcement times you might have already set on units
falcon4/campaign/reinforcements.1240830733.txt.gz · Last modified: 2009-04-27 11:12 (external edit)