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 Post subject: Picking An OOB when doing a Mod
PostPosted: Sat Aug 27, 2016 9:56 pm 
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Joined: Tue Jan 15, 2008 6:44 pm
Posts: 464
Location: Playing In the Sandbox
Flash posted this in the CW mod area when we were trying to hash things out. It is useful stuff
that will be forgotten if not pasted up someplace for us to see it.

Ok, first: the EXP and MOR numbers in the Mech are not tied to the National Characteristics; they are tied to the Country Training Pref. Turning off the NatChar doesn't stop the mech from using the numbers we put in. So without the NatChar preference, all the nations use the same artillery delay, the same rally calculations, the same combat formulas.

We can always go back to US-GE, with Indians in the Japan or Soviet OOB...

On the icon sets: There are 4 sets of infantry icons, 3 primary and 1 secondary. The 3 primary sets are Axis, Allied, and Communist (my names), with the secondary one Allied Desert. All OOBs that have been "tagged" in the code as Allied (or NATO, since the code was done for modern warfare) use Icon0011.SHP for infantry, MGs, cavalry, Inf-AT, Bicycle and Motorcycle units. All OOBs that have been "tagged" as Axis use Icon0010.SHP, while those OOBs "tagged" as Communist (Soviet Bloc or Warsaw Pact) use Icon0012.SHP. Icon0013.SHP is the desert version of the Allied OOBs. In the basic game, the Axis icons are grey, the Allied are green, the Communist are brown, and the desert are tan. The use of these by a particular OOB nation is not changeable; and use of 2 nations that share an Icon set will force the Player 2 one to use the desert icons.
All this is why I am looking to use a set of nations that are enemies, so the icons are displayed correctly.


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