few noob questions
Moderator: SEOW Developers
few noob questions
challenged my self with one mid size seow and have few questions.
all the questions are from admin point of view.
1. How to Remove unused units from the OOB? i know that it used to be done by editing the db. is it still like that?
2. after getting some points from factory production, how do i buy the troops, planes etc and how do i control where they spawn?
thx
all the questions are from admin point of view.
1. How to Remove unused units from the OOB? i know that it used to be done by editing the db. is it still like that?
2. after getting some points from factory production, how do i buy the troops, planes etc and how do i control where they spawn?
thx
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Hi gec,
1. Depends what you mean by "units". If you mean the 1200+ objects listed in Object_Specifications and shown on the Costs page in the MP, you can disable any object by chaning its "Nationality" field in Object_Specifications to anything other than "r", "g" or "n". For example, the query
will disable ALL objects.
2. Factory production is autmatically converted into troops/planes etc according the to Production Orders given to each factory. See the "Logisitcs:Industrial Production" tool inside the MP. Depending on campaign settings, commanders can choose what each factory produces. Once a factory produces something, the new object will be placed inside the nearest friendly supply point as a reinforcement. New planes go to Air Supply points, new army objects go to ground or rail points, new ships go to naval supply points. Once new reinorcements are available, commanders have to "commission" them as combat units (i.e. give them a name and affiliation) before they can be brought on to the map.
Cheers,
4Shades
1. Depends what you mean by "units". If you mean the 1200+ objects listed in Object_Specifications and shown on the Costs page in the MP, you can disable any object by chaning its "Nationality" field in Object_Specifications to anything other than "r", "g" or "n". For example, the query
Code: Select all
UPDATE Object_Specificaitons SET Nationality='z'
2. Factory production is autmatically converted into troops/planes etc according the to Production Orders given to each factory. See the "Logisitcs:Industrial Production" tool inside the MP. Depending on campaign settings, commanders can choose what each factory produces. Once a factory produces something, the new object will be placed inside the nearest friendly supply point as a reinforcement. New planes go to Air Supply points, new army objects go to ground or rail points, new ships go to naval supply points. Once new reinorcements are available, commanders have to "commission" them as combat units (i.e. give them a name and affiliation) before they can be brought on to the map.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Also, have a look at the SEOW Wiki, esepcially http://wiki-seow-en.swil.fr/index.php/F ... forcements
IV/JG7_4Shades
SEOW Developer
SEOW Developer
thx shades. i did read the wiki. was just wondering if there is any new development that is different than in the wiki.
more questions
units in the OOB: if i go the "disable all and enable what i need" way, do i have to enable all objects that will be used on the map (like barrage balloons, AA, arty, tanks, ...) or only the human flyable aircraft's?
industrial production:
linked to the question above, does the list in the industrial production tool depends on the Object_Specification too?
thx
more questions
units in the OOB: if i go the "disable all and enable what i need" way, do i have to enable all objects that will be used on the map (like barrage balloons, AA, arty, tanks, ...) or only the human flyable aircraft's?
industrial production:
linked to the question above, does the list in the industrial production tool depends on the Object_Specification too?
thx
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
You will need to enable everything you want to use in the campaign (apart from scenery objects, buildings etc).units in the OOB: if i go the "disable all and enable what i need" way, do i have to enable all objects that will be used on the map (like barrage balloons, AA, arty, tanks, ...) or only the human flyable aircraft's?
There are several options available for determining which objects are enabled for industrial production - see the top slider on the Production/Statistics tab of the DCS. You choose how you want objects to be available for production. However, any object disabled in Object_Specifications will NOT be available for any of these production methods.industrial production:
linked to the question above, does the list in the industrial production tool depends on the Object_Specification too?
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
hey Shades, it's me again
thx in advance for your and eventual other contributors help and patience
more about resupply:
i have a train in the resupply point and some units on the road resupply point 30km away.
how do i put them on that train? i have to move them around the map till the road and railway meet?
movement model:
i do not want to use simple movement cause i do not want to pretend to be a police officer and check every mission if people play by the rules.
do u have any or tools tips for mission planers on how to plot their troop movements in relaxed mod?
i tried to plot a tank column to go over the bridge but the game decided that it is better to go to the end of the map and go around the river
Factory production:
when using HSFX support; what exactly should i do? change all the existing Installation_Type to "Factory District Small"?
thx
gec
thx in advance for your and eventual other contributors help and patience
more about resupply:
i have a train in the resupply point and some units on the road resupply point 30km away.
how do i put them on that train? i have to move them around the map till the road and railway meet?
movement model:
i do not want to use simple movement cause i do not want to pretend to be a police officer and check every mission if people play by the rules.
do u have any or tools tips for mission planers on how to plot their troop movements in relaxed mod?
i tried to plot a tank column to go over the bridge but the game decided that it is better to go to the end of the map and go around the river
Factory production:
when using HSFX support; what exactly should i do? change all the existing Installation_Type to "Factory District Small"?
thx
gec
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Yes, exactly as in real life.how do i put them on that train? i have to move them around the map till the road and railway meet?
In relaxed mode I suggest clicking waypoints along roads at regular intervals. If you come to a road intersection, help your ground unit by clicking on the road you want it to take at the intersection. Never click on a bridge. Instead, click a few hundred metres before the bridge and then a few hundred metres after the bridge.do u have any or tools tips for mission planers on how to plot their troop movements in relaxed mod?
That's not clear. Are you saying that SEOW sent the tanks a long way away from the bridge, or are you saying that IL-2 sent them a long way away? It is possible that you are using a map where the Highways data in the SEOW database needs updating, which could result in strange movement routes being generated by SEOW. What map are you using?I tried to plot a tank column to go over the bridge but the game decided that it is better to go to the end of the map and go around the river
I don't know what you are trying to achieve, so I cannot answer.when using HSFX support; what exactly should i do? change all the existing Installation_Type to "Factory District Small"?
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
i'm using Stalingrad summer map. trying to send tank group from Volzhskiy Field (M10) over Volzhskiy to Stalingrad.What map are you using?
I'm trying to enable partial damage factory objects using factory plates.I don't know what you are trying to achieve, so I cannot answer.
thxWiki wrote:The concepts behind the factory plates is that they simulate areal industrial production. They are very resilient to attack, so you need to carpet bomb them constantly to suppress their productivity. Unlike conventional SEOW factories, they produce even when damaged, and they repair themselves each mission according to the repair time. This is completely different to conventional factories which must be fully repaired before they can recommence production.
gec
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Hi gec,
The Volzhskiy bridge was disabled in the IL-2 stock Stalingrad map. I think Hawk_5 worked on getting it going in the modded Winter map, but I am not sure.
ABout the factory plates, you have obviously read the Wiki page (http://wiki-seow-en.swil.fr/index.php/F ... forcements). Yes, you just change the Installation Type, just as the page says.
Cheers,
4S
The Volzhskiy bridge was disabled in the IL-2 stock Stalingrad map. I think Hawk_5 worked on getting it going in the modded Winter map, but I am not sure.
ABout the factory plates, you have obviously read the Wiki page (http://wiki-seow-en.swil.fr/index.php/F ... forcements). Yes, you just change the Installation Type, just as the page says.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
Re: few noob questions
Hi all! I have some questions.
1. When will be the next campaign?
2. Our squadron 34GiAP want to join. How we can play with You?
1. When will be the next campaign?
2. Our squadron 34GiAP want to join. How we can play with You?
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Re: few noob questions
Hi Krutko,
We are running a campaign now set in the Marshall Islands, designed by Kopfdorfer, at SEOW HQ Forums. seowhq.net/seowhqforum
We are also designing the next phase of our ground-heavy First Ukrainian Front campaign, to start in a couple of months.
At the same time I am just releasing the next SEOW version - that has been taking some time.
Cheers,
4S
We are running a campaign now set in the Marshall Islands, designed by Kopfdorfer, at SEOW HQ Forums. seowhq.net/seowhqforum
We are also designing the next phase of our ground-heavy First Ukrainian Front campaign, to start in a couple of months.
At the same time I am just releasing the next SEOW version - that has been taking some time.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer