STEEL PANTHERS ENHANCED // NORTH AFRIKA

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 Post subject: Experiance and Morale Numbers CW Ver 4
PostPosted: Mon Mar 15, 2010 10:35 pm 
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Here are the current settings in the Mech file that was in v4

It doesn't look too good for the north based on those numbers.

I will do up a new mech file for use with the v4 oobs. Testing with
the current numbers will do no good.

I need to know a few things in order to make a proper mech.

Are we looking at going across the board with the numbers
in the finial product or do we want to take into consideration
of the events that happened to effect these settings.

I can dig into the oobs myself to find this one but it a lot easier for me
to just ask. Are the weapons being updated by year and new weapons
coming on line and old ones dropping out in some years?

Basically what years do we need to have numbers for? 39 to 45 or are we
going to limit this to a set time frame. For the end product.

Below is a new mech file. If you want to help me out finding some new
numbers for this I need you to use this mech so all data is working off
the same setiings. Telling me about a game using the older mech does
nothing to help.

EDIT BY FLASHFYRESP: Newer version of mech attached. Nation names have been changed.


Attachments:
File comment: Please use this new mech for all testing.
CW-4 New Mech Edited Names.zip [898.1 KiB]
Downloaded 35 times
File comment: original mech numbers picture.
Current V4 Mech Numbers.PNG
Current V4 Mech Numbers.PNG [ 12.08 KiB | Viewed 1002 times ]

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Last edited by FlashfyreSP on Fri Mar 26, 2010 5:55 pm, edited 1 time in total.
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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Tue Mar 16, 2010 12:45 am 
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I used these prefs last night in some test battles with out the cannons to
support the infantry. I liked what I saw. The prefs leave us some room
now to adjust if we want to tweak it.

Give these a try and let me know how it feels.

Op fire seemed about right to me at 125 and the 150 inf toughness
acted as expected. Units seemed to pin easy and rally but not to the
point they were assured of it. With a Mobile HQ in the mix or other
morale boosting unit it should help them just enough.

The HQ unit actually did have to run down some retreating units to get
them back in contact and rally them. Units were not just dispersing.
they were running and taking a few kills each turn but nothing big
so they were able to close to melee range if you wanted to get that close.

The little bit of testing I did with cannons showed that they are going to
fire a lot and be a real problem unless players are turning off some of
the weapons. The low ammo loads somewhat helps to keep them from
being overpowering. I'll have to play with them some more.

Spotting may need to go even lower since the optics that were in use
were no were are prevalent or as good as the WWII sort.


Attachments:
CW-Mod v4  Prefs.PNG
CW-Mod v4 Prefs.PNG [ 40.69 KiB | Viewed 1006 times ]

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Tue Mar 16, 2010 7:48 am 
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Location: Combat Information Center, Sir!
To answer:
1. I'd like to see some variation in the numbers across the time period. Lower ratings in the early years, getting better as the war progressed.
2. Yes, there are weapons that "drop out" after a few years, and others that come online later in the war; most of the musket-equipped units are gone by 1862-3 (1942-3), for example.
3. We need numbers for 1940, 41, 42, 43, 44, and 45. There game uses the same numbers for 1930-1940, and 1945-1949, so whatever is entered for 40 is going to apply earlier (not that I have any units available earlier than 1940, altho there are alot through 1949, to allow for Indian Wars).

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Tue Mar 16, 2010 10:54 am 
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Oh fear not. White man not get of hook by speaking with forked tongue about years.

I will find a way to kill white men who deny buffalo to the human beings. :ogre:

Also I will find a way to rob a few banks, trains and stage coaches along the way.
maybe put down a slave revolt or two and sink a few rival paddle wheel gambling
operations. :shock:

For those sort of things the year will be less important then just having the things
available to do it with.

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Tue Mar 16, 2010 6:52 pm 
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Location: Michigan
Thanks for your work, gentlemen.
So with this CW-4 New Mech are we ready to do some killin' ?

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Tue Mar 16, 2010 7:42 pm 
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Yes Sur. Ya'll may commence to Hoot'in and a Shoot'in.

Please take a look at the settings I show above before you start making adjustments.

The spotting is still a bit shaky with units spotting each other at longer range.
and the Op fire might need to go higher to 150.

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Fri Mar 26, 2010 8:46 pm 
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Location: Combat Information Center, Sir!
One thing we can turn off is Mines. The WWII-type just won't do here.

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Fri Mar 26, 2010 9:26 pm 
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I think if we are going to assign foot units to different classes we might want to turn off
weapons and vehicle breakdowns too. Since they are going to happen otherwise and
give out rather stupid messages when they do happen.

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 Post subject: Re: Experiance and Morale Numbers CW Ver 4
PostPosted: Fri Mar 26, 2010 10:00 pm 
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Location: Combat Information Center, Sir!
I agree, IF we end up using non-infantry classes for foot units. Although I'd hate to lose the possible immobilization of a wagon crossing a stream, or a cannon blowing its muzzle off.

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