RE: Panzer campaigns modding basics
Ricky B, thankyou very much for your answer!
1. When I look at the German units.dat file, I see this for instance:
AA AC 12 4 1 0 11 1 0 8 2 0 13 2 12 0 Sdkfz10-4
So the 4th, and 7th numbers are all zeros, while the 14th/last number can have a variety of values, but is mostly zeros except for artillery and pioneers
2. So far I've only been able to create units in the OOB editor by copying, pasting, and modifying units, but you can add completely new units there? I shall have to look harder. Supplementary question: Some German units were army level units (e.g. Artillerie Kommand 106 and the Nebelwerfer regiment). If I put them under the Army HQ does that mean that lots of things won't work, or just that they will be out of command range most of the time?
6. Oh well I suppose I could add the Channel guns as unsinkable ships or a strange sort of aircraft. The Germans marked areas on their invasion plans as "no go" areas for their troops as they were due to be bombarded by the channel guns (often in the wrong place, without military targets). So you are saying they had huge calibres (e.g. 28cm) but small shells. Although most of the 100 channel guns could not reach across the channel, many could, and this is the first I've read that such large guns fired such small shells. I would only allow them to fire once per turn due to their slow rate of fire and only have a few batteries available.
An area covered with mustard gas would be impassible for a week without casualties, but actually killed only a small proportion of its victims (though the rest might be horribly incapacitated). I was thinking I might represent a gassed area as one that is mined.
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