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Re: German armoured cars

Posted: Sep 22 2017
by Zuikaku
Balthagor wrote:Yeah, that one is on me. A poor design decision. Unfortunately a lot of work to reverse it :(
Not if you change unit ID for this armoured car and assing it's ID to some foot infantry unit :wink:
Techs and researched designs are easy to erase.

Re: German armoured cars

Posted: Sep 22 2017
by Balthagor
It's the orbats and known techs that take a while to update.

Re: German armoured cars

Posted: Sep 22 2017
by Zuikaku
Balthagor wrote:It's the orbats and known techs that take a while to update.
assigning ID number to foot infantry woul'x be easy workaround :-)

Re: German armoured cars

Posted: Sep 22 2017
by Balthagor
No, that would create a bunch of redundant IDs and clutter the list.

Re: German armoured cars

Posted: Sep 22 2017
by Zuikaku
Balthagor wrote:No, that would create a bunch of redundant IDs and clutter the list.
armoured car is assigned new ID. I easily and fast fixed OOB problems in my mod this way (regarding Ju-52 transport).

Re: German armoured cars

Posted: Sep 23 2017
by Evil Overlord
Balthagor wrote:Yeah, that one is on me. A poor design decision. Unfortunately a lot of work to reverse it :(
**** happens, looking forward to when that gets fixed in the future, still having fun though :-)

also thank you for admitting your mistake, so few do that these days that it is refreshing :)

as for other unit issues, cavalry and artillery are much too fast at 30 kmh(would kill most horses after an hour or two, highest i would recommend would be 10kmh) and artillery at ~14(when artillery at that time was mostly horse driven and could do at most 6kmh over shorter distances, would recommend putting them at 4), while infantry could do with going from 4 to 5 kmh

Re: German armoured cars

Posted: Sep 23 2017
by Balthagor
Evil Overlord wrote:cavalry and artillery are much too fast at 30 kmh
Can you start a new thread for that? I'd like some discussion before changing it.