I agree with the notion that trucks coming to the trenches to replenish loses is un-realistic. I also like the idea of a refit area and the combination of squads. However I would also note the following:
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Finally MP, would it be possible to actually make warehouses supply men? Something like immobile unit, that has an appearance of a warehouse and a function to replenish squads? I believe this was discussed on BK Portal. Btw I know this would make maps tedious (if we are talking about large maps), but it would be a nice change.
I'm kind of leaning toward a Staging Area or Refit Area of some kind. I'm not thinking a Warehouse, but rather something like a Command Post or Recruit Center. The problem will be getting Players Informed about what it is... so I'm going to have to provide a Manual that discusses the Changes and Updates.
In an earlier Post I was discussing the number Command Binary Codes. I told you all that there were 64 possible Binary Codes in the * Octals: Each Octal can store 8 values, and there are 8 Octals; 8 x 8 = 64.
39 Binary Commands are Documented and Defined
5 Binary Commands are dedicated to AirCraft
7 Secret or Undocumented Codes used for various other things.
So 51 of the Codes are already in use.
I had planned to change the Binary Command Table around to move some of the Commands to a different Table, basically another Binary Octal Group. Aircraft Commands could be moved out of the Command Binary for instance. The other 7 I'm not sure of yet. But at the moment i have 15 NEW Commands Planned, but not enough room to add of all them. That puts me 2 over the maximum. So unless i remove a couple, I have to rethink on this. I could redefine a couple of Codes that are rarely used, or perhaps eliminate a couple that are never used to get to where i need to be.
Anyway, I have tested 7 Command Codes that are working very well. Another three of the Current Codes have been Refined Slightly and received a new name; but the purpose remains mostly the same. I changed some Button Graphics to bring some into the GEN II World. Most of the new Commands and changes pertain to Infantry.
Here is a image of the Mission_Button.dds File that replaces the original.
Zoom in a little...
And here are the new Command Buttons...
Here is a description of the Buttons:
A) Medic Truck (Heal): Start Healing Soldiers. This works like the Resupply Command. Medic Teams not assigned to Trucks automatically start to heal.
B) Reform Squad: A Squad Leader can Reform/Rebuild his Squad by receiving new members. At the moment, I am using a Vehicle (Truck) with the Resupply Human Command to rebuild the Squads... but I'm likely to remove this from the TRN Class and change this to a Static Building or Object... (Discussed above).
C) Dig-In: This only applies to Infantry. This works like the Engineer Build Trench, but does not require Resources. Only a Squad Leader can Order this Command. The Assistant Squad Leader or other Up-Level Commanders do not have this option. In order to maintain continuity, the Command has to Stay within the Squad Structure. It can be used by Some Teams, based on the Structure and Leader. The Command comes to the Squad with the Squad Leader Code. Another form that this might permit is to allow Soldiers to look for natural cover rather than digging.
D) Detach from Unit: The Crew can 'Detach' or leave the Gun or Vehicle he is assigned to. This applies to the entire crew, and leave the Host Unit Neutral. This functions on Artillery, Mortars, HMG, Trucks, SMG and Tanks. This Code change was particularly difficult to change... based on the Neutral Artillery Gun Code, but applied to all 3-D Models. The next Logical Step to make this a clean sweep is to add a crew to the Trains and Aircraft. The name might be changed to
DETACH CREW, since it is Selected from the vehicle or gun.
I have tested Aircraft Crews but I have had difficulty grabbing control from the AI Code. I do have a new EFFECT that is in testing... where the Pilot parachutes from his plane... but this is the only form of Detach that seems to work. I have not applied it to the crew size yet, as in Bombers. The Code runs through a Random Function to determine if the Pilot Survives; a 50/50 chance. If the Flag is True, he jumps... False- he goes down with the plane.
Some time back I discussed how Crews could be Detached from their Vehicle. This is an especially neat Command, since if the Crew leaves the vehicle, the Vehicle becomes Neutral. However, it cannot be Captured by the enemy unless there are no Units from the Owner Forces within a Defined Radius of the Vehicle and Enemy units. The Radius table has not been worked out yet... I am testing a couple of different factors before I do this. I'm thinking the Radius has to be based on the MAP Size... Smaller maps pull this Radius in, where larger maps will mostly remain at a Constant if the MAP is larger than 15 x 15.
Ok... here is an overriding factor about the vehicle crews. Whatever you define as the Crew Size in the 1.xml is what the crew will be. So if you define a 2 for a tank, that is what you get. When you try to repopulate the tank, only two will climb in. I mention this because improper Crew Sizes can Screw you up.
While I was looking for a way to program the Detach Command, I found the Function in the Master Code. It is used to Detach a crew from a gun that has been destroyed. All I had to do was bring it to the Binary Table and link it to the new Code. The function is likely the same as used in Desert Law, but I have not checked that Code.
I need to add that you cannot populate a Vehicle with a partial crew... it requires the whole crew to move the unit or for it to function.
If a Vehicle begins to take damage under fire, the Crew will try to Detach automatically. At a predefined HP, the Code runs through a Random Function to determine the Survival Status of the crew. The Flag will return a number between ZERO and the Number of Members in the Crew. If the Flag returns a Zero, then the whole Crew is dead. Any other number is how many crewman will detach. During Battle, the Player will have to pay attention to Crews detaching so they can be moved to safety.
E) Attack Aircraft: This solves the wandering units that follow planes. Units will only fire at Aircraft under two conditions: The Unit has a MG or other Weapon capable of AA Attack, and The Aircraft comes into the Unit's Field of Sight and Weapon Range. The Unit will not reposition to facilitate a better aim. Turrets will move on Tanks. To Apply a AA capable MG, the weapon must have a Ceiling Value of at least 500 and not more than 1200.
While this Command uses the same Code as AA Units, the Install/Uninstall Commands are not included. When the weapon fires at Aircraft, another code is activated to force the unit to activate a Modified 'Stand Ground' Command (HOLD POSITION) until the Plane is out of range. The 'Hold Position' command does not appear in the Binary Octals... it is an Auto-Command which runs in the same environment as units that automatically attack enemy units within sight. The Attack Aircraft Command must be Included in the 1.xml Binary File and the Player must press/select the Command on the Console. So the Command itself is not an Auto-Command.
One of the issues that made this a two-phase Command was caused by the Chase Plane condition. Ground Units do not detect Aircraft correctly... Aircraft are detected anywhere on the map. So there is an issue with the perceived Sight of Ground Units. I'm looking for a way to make that code less sensitive, but I'm sure the NIVAL ran into the same issue and added the Install/Uninstall Commands to solve it. Well it really does not solve it, for that purpose. I'm kind of thinking that AA Units are granted a method of warning, like radar to alert them of aircraft on the map. That is the only thing that i can think of that might explain the 'Chase Plane' issue.
This is still in testing, mostly based on Ceiling Ranges and Weapon parameters.
F) Create Squad: This replaces Form Formation. I do not understand why the code writers used this phrase as the Command Name. It has never made sense. While a Squad does use Formations, a Squad in itself is not a Formation. What is interesting is the Code Writers actually use the Create Squad in the Command Table, but it crosslinks to Form Formation in the Look-up Index. This does not work the same way as Reform Squad. A Reformed Squad can have a number of members already in it. A Created Squad starts with the Squad Leader only.
G) Disband Squad: The reverse of above... All of the Squads members are detached from the Squad Leader. Same situation as above... the Command Table uses 'Disband Squad' but the Crosslink has Disband Formation.
The Purpose the two Changes above is to clarify the Commands.H) Add To Squad: If the Squad Leader needs more soldiers or the Player wants to assign single Soldiers to a Squad, this Command Collects any Individual Soldiers within the Sight Area of the Squad and adds them to the Squad. I was actually going to call this Compliment Squad, but the phrase was too long for the preset number of Characters.
The maximum number of Squad Members is limited to 14 at the moment. One issue that I ran into is a conflict with the Squads original 1.xml file and its defined Formations. If the number of members is below or equal to the maximum defined in the 1.xml file... then the Squad uses its own Formation data.
But... and this is a big but... if the Squad exceeds the defined number of members, a Default Code is used to define the Squad Formations based on its number of members. WARNING: It may not provide the best Formation Options for that Squad.
Example: A Squad is defined as having 10 members. The Player adds one more members to a full Squad. The Squad can no longer access it's own 1.xml file data, and a default code is used that defines Formations for a 11-man Squad. This can be problematic for Squads that have Scouts in the wrong place, or Leaders on the Front line.
So if you expand a Squad, test it as soon as possible. If you do not like what you see... Disband the Squad, then Create a Squad. The Leader will only collect the correct number of members with their weapons.
A What If? Let's think a little deeper about this, and testing revealed this. If you have reconstituted a Squad from several individual Soldiers who were not original members of the Squad... the members retain their original weapons. The original Squad 1.xml is used as much as possible, unless there is a higher number of a soldier definition... then the default 1.xml code is again inserted.
Example: A Squad requires 4 Rifleman, but the Squad now has 5 from one that was picked up. Since the original 1.xml cannot define a 5th Rifleman in the Formations, the default 1.xml code is used. The default 1.xml calls for Undefined_Soldier in each members slot and it makes no attempt to re-sort the order or determine which is the Squad leader. This only applies to the Formations and not the Squads ability to perform its Functions. This can locate the members into very poor Formations. I am trying to improve this code but this might be the best option.
An Option: If the Squad is about to withdraw for a Re-fit/Rebuild, the Leader can Disband his Squad, then Create a new Squad. The Squad will reform with original members only. Then the Leader can Re-from the Squad if there is an Area where new troops are Staged. The Squad will only add the required/defined Soldiers with weapons. At this point, the Squad is back to its original Status.
I) Suppressive Fire: This only applies to Light and Heavy Machine Guns. The Gunners lay down Suppressive Fire into an area, rather than directly at targets. It is possible that 1 in 10 rounds will hit a target once if it is a soldier. The ratio is reduced on larger targets based on the size. The size is based on the targets AABB Size... which is the invisible screen around the model. Dispersion in this mode is around 12, so accuracy is very poor. This works pretty much like the Bombard Code that Artillery uses. Both are called Indirect Fire in some cases. You cannot necessarily see the target, so you are hoping to hit it.
J) Recover Vehicle: This is my favorite. This only applies to a new Vehicle Type, the
ARV or Armored Recovery Vehicle. The way this works is you Select the ARV, then Right Click on the Disabled Vehicle, and the ARV moves to the Disabled vehicle and Hooks on so it can be towed. The Player must still move the ARV where he wants it to go. Once the ARV has arrived at the specified location, you simply Unhook the Disabled Vehicle just like you would a Gun. Then the Engineers can go to work.
One Note about ARVs. They do not resupply or carry soldiers. They only have two Commands, Hook and Unhook. The Unhook Button has not been finished yet.. I'm borrowing the Artillery Code in testing... but it looks for Gunners. So there will be an Update on this.
And now a image of the Command Calculator so you can see where the New Commands are placed into the Binary Octals. There are going to be some new and very strange Code Definitions in the Future.
The Commands in Red are the New Commands.
The Commands in Light Orange are Re-defined Commands
The Commands in Medium Blue are Aircraft Commands - are not accessible in the 1.xml Binary Codes.
Image Shows the New and Redefined Commands Activated.
More to Come...