Re: FAQ and Howto (OpenGen + Suite)
Posted: 2023-01-29 16:03, Sunday
I always use free german site https://abload.de/ But that is maybe not suitable for international visitors because of the language
Well it depends how you configure helos and containers ...Duke Falcon wrote: ↑2023-05-02 18:19, TuesdayGreetings everyone!
Question:
Could helos use carriers?
Considering that "helo" class is essentially "flak" in MW e-file I thought it is better if I ask if they could deploy on carriers or not.
Would do that.LuisGuzman wrote: ↑2023-05-03 12:10, WednesdayWell it depends how you configure helos and containers ...Duke Falcon wrote: ↑2023-05-02 18:19, TuesdayGreetings everyone!
Question:
Could helos use carriers?
Considering that "helo" class is essentially "flak" in MW e-file I thought it is better if I ask if they could deploy on carriers or not.
The best way would be if you test your helos with the container you want ... make a single test scenario with a couple of helos and containers and you will see clearly if they fits your needing.
Not possible - changes affect all types of terrain according to the values entered in TERRAINEXlike swamps freeze faster than rivers
No specials needed. Just make the right weight combinations, and you can create transports for light units + transports for heavy units, + units which can't be transported at all.
Can use $supply_ex to restrict supply to land units close to cities/ports although doesn't affect air or sea units.Duke Falcon wrote: ↑2024-01-24 18:50, WednesdayI have a strange question at first: Could it be disabled that units get supplied on the map if they not stay in a city\port\airfield? I want dedicated units being the only what can resupply other units with ammo&fuel.
If I remember correctly reinforcement of damaged units could be disabled in a cfg file...
Wow, thanks!LuisGuzman wrote: ↑2024-01-24 19:09, WednesdayCan use $supply_ex to restrict supply to land units close to cities/ports although doesn't affect air or sea units.Duke Falcon wrote: ↑2024-01-24 18:50, WednesdayI have a strange question at first: Could it be disabled that units get supplied on the map if they not stay in a city\port\airfield? I want dedicated units being the only what can resupply other units with ammo&fuel.
If I remember correctly reinforcement of damaged units could be disabled in a cfg file...
See entry for $supply_ex at Config Files
DukeDuke Falcon wrote: ↑2024-04-08 17:24, MondayI have some problem with the terrain.txt (what the game would convert to proper terrain file)...
Each hex type (clear,city, etc...) has 15 lines (13. is rails, 14. is helo, 15. is custom) but there are 13 movement methods described:
Tracked,
Half Tracked,
Wheeled,
Leg,
Towed,
Air,
Deep Naval,
Coastal,
All Terrain,
Amphibious,
Naval,
Mountain (Leg)
So, which one is the non-existent? Deep naval? Coastal? What is the proper order of the movement types corresponding to the lines?
Yes, thanks, Luis!LuisGuzman wrote: ↑2024-04-09 07:02, TuesdayDukeDuke Falcon wrote: ↑2024-04-08 17:24, MondayI have some problem with the terrain.txt (what the game would convert to proper terrain file)...
Each hex type (clear,city, etc...) has 15 lines (13. is rails, 14. is helo, 15. is custom) but there are 13 movement methods described:
Tracked,
Half Tracked,
Wheeled,
Leg,
Towed,
Air,
Deep Naval,
Coastal,
All Terrain,
Amphibious,
Naval,
Mountain (Leg)
So, which one is the non-existent? Deep naval? Coastal? What is the proper order of the movement types corresponding to the lines?
PG2 had 12 movement methods but OG added a new "Custom" method to the game.
Road and Rail are not really movement methods but terrain layers altering the movement cost, so they are are handled as if they were.
The fact that "Custom" method is set after roads and rails is because that method was added after terrain.txt was used to customize terrain stats, thus I added a new line to keep compatibility with existing terrain.txt files, that is OG can read either terrain.txt or terrain_ex.txt
Hope I got to explain myself
If you have hovercrafts, I would suggest to use the "Custom" type to create a special "Hovercraft" movement type. Because it would be quite different from "half-tracked": Hovercrafts would be indeed unaffected by surface condition (dry/wet/frozen), but very strongly affected by obstacles (towns and forests would be "254", and rough terrain would have a very high terrain cost (besides boulders and ledges, one large-ish ditch and your hovercraft is definitely blocked, incapable of inflating its skirt anymore...).Duke Falcon wrote: ↑2024-04-09 17:21, TuesdayI would use half-tracked for hovercrafts able to cross land and water.
It will only work, as you say, "purely under water". Unfortunately OG (like PG2) doesn't have a "Underwater" layer (like the "Air" one), so all kind of illogical things happen between supposedly submerged and surface units, if only that they can't occupy the same hex (= be one over the other, like planes/ground units can)...Duke Falcon wrote: ↑2024-04-09 17:21, TuesdayAlso seriously considered purely underwater scenarios. Seems interesting to let underwater tanks clash with subs
See above: If a unit has a slot checked no transport has, it won't be able to get a transport. But since you can check several slots, so it needs to have only the "no fit" slot checked.Duke Falcon wrote: ↑2024-05-11 18:32, SaturdayAnd how can I get rid the option to buy transport for units? There is no GTP or ATP or NTP in my equipment but when I try to buy an unit all units what has hangars appears as "possible transports for buy"...
The "hangar/carrier" system is totally and completely independent from whatever appears as available transports inside the "unit buy" screen. If only because you don't buy carriers along with their passengers, you buy them as fully independent units. It's easier to grasp if you think of the airplane carrier - airplane paradigm. Units with hangars are sort of generic aircraft carriers, able to carry units other than planes.Duke Falcon wrote: ↑2024-05-13 06:34, MondayAs for the appearing transport on unit buy... I may set transport units to "can't buy" may solve that.
Sorry, it seems I am a complete idiot when I am sicknone wrote: ↑2024-05-13 07:26, MondayThe "hangar/carrier" system is totally and completely independent from whatever appears as available transports inside the "unit buy" screen. If only because you don't buy carriers along with their passengers, you buy them as fully independent units. It's easier to grasp if you think of the airplane carrier - airplane paradigm. Units with hangars are sort of generic aircraft carriers, able to carry units other than planes.Duke Falcon wrote: ↑2024-05-13 06:34, MondayAs for the appearing transport on unit buy... I may set transport units to "can't buy" may solve that.
If you want nothing to show as transport inside the unit purchase menu, just set the "Ground" (organic) transport setting of your unit (only) to your "no fit" slot.
Or, for air/sea/rail (non-organic) transports, uncheck the "Air/Sea/Train transported" checkbox on the right. It's as simple as that...
Note: Beware, the AI does not know how to use the hangar system (except for planes), so you can't create an E-File exclusively based on the "hangar/carrier" system, except if it's only for "Player vs Player" games.
Hi DukeDuke Falcon wrote: ↑2024-05-11 18:32, SaturdayThere is no GTP or ATP or NTP in my equipment but when I try to buy an unit all units what has hangars appears as "possible transports for buy"...
No problem, happens to us all (especially myself).