Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1179
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search


 Author
Message
 
davidssfx

Rep: 16.8
votes: 8


PostPosted: Tue Nov 16, 2010 6:00 am Post subject: Understanding Forcepool values, Reinforcement, and Retreat Reply with quote

Hi,
Am attempting to figure out how these things work ... any help would be appreciated

Force pool values:

Looking at the "fpools.txt" file ... I've noticed some units have varying amounts available for different days.
For example: a certain unit for the "Line" difficulty setting has 6 available for the first day, 7 for the second, 7 for the third, and 5 for the fourth.
I would have expected a unit to have the same number available for each day. This would give me the ability to count any of the unit types that were destroyed and add it to the number left in the BG's force pool ... and get a value equal to the BG's original amount.

Therefore I have some questions relating to this.
1. Why have varying values for different days for the same unit?
2. Does the number of destroyed units always get subtracted from the number of units available for each day ... even if it the amount varies?
3. If a BG has a unit with less available than on a previous day (and a player didn't use them in the active roster) ... then a player would wonder why there is less of that unit in the force pool ... since they weren't destroyed. Is this the way it works?

Reinforcement:

Relating to TLD...
4. is the Reinforcement option available ... and if so how many times per side? Manual says once each.
5. When used ... does the reinforcement option bring the force pool values back up to the original amount available (if some units were destroyed)... or just add a certain designated amount, which may bring the total amount available above the original daily amount?
6. If the Reinforcement button becomes available to use ... does it remain available for further turns/days, if the player doesn't use it?

Retreat:

# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)

If "1 = retreat on rout" is used in the Campaign.txt file...

7. Will a BG ever retreat if the "when force morale gets too low" option is off/unchecked? Or does retreat work only when the force morale option in "on/checked".
8. If yes to "7." ... under what conditions? Example ... when all victory locations are captured, and a friendly map is next to battle map for the routed BG to retreat to.


Disband:

# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)

9. If BG's are set to never come back, after being disbanded ... do the units from the disbanded BG get moved into other BG's?
Back to top
View user's profile Send private message
 
thumb

Rep: 5.9
votes: 3


PostPosted: Tue Nov 16, 2010 8:12 pm Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

1. The differing FP quantity values specify the various team type quantities that BG's FP will have on the date it starts in a battle/op/camp (not the date the battle/op/camp starts).
2. No, the number of destroyed teams only gets subtracted from the number available on the day that BG started in a battle/op/camp.
eg. - if a BG started with a quantity of 30 for a particular team type, and that BG lost 6 of that type, it would have 24 in its FP.
3. Not the way it works.
Back to top
View user's profile Send private message
 
schrecken

Rep: 195
votes: 15


PostPosted: Tue Nov 16, 2010 8:35 pm Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

The numbers of teams always represents the START date of a battle/op/camp as is ignored, other than for re-inforcement, from then on.


eg

Day one a team has 30

Day two a team has 24


If you create a battle/op/camp starting day 1 it will have 30 and then suffer from attrition as casualties are incurred

If you create a battle/op/camp starting day 2 it will have 24 and then suffer from attrition as casualties are incurred

4. tLD doesn't have reinforce activated in campaign.txt (you can do so yourself)... I thnk the max is 4 reinforcements.

5. It brings it up to the numbers available on that day... eg from above day 2 would bring it up to 24 - It will only be effective if there is a general inprovement in FPool after reinforce ie it won't give you less teams as CC5 could do, this also means you may see no effect if you hit reinforce and the result would mean a net loss of teams.

6. Can't remember - Test

7. Pretty sure no - test

9. Pretty sure this is only a LSA feature - test


Last edited by schrecken on Tue Nov 16, 2010 10:35 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website GameRanger Account
 
davidssfx

Rep: 16.8
votes: 8


PostPosted: Tue Nov 16, 2010 9:08 pm Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

thumb wrote (View Post):
1. The differing FP quantity values specify the various team type quantities that BG's FP will have on the date it starts in a battle/op/camp (not the date the battle/op/camp starts).
2. No, the number of destroyed teams only gets subtracted from the number available on the day that BG started in a battle/op/camp.
eg. - if a BG started with a quantity of 30 for a particular team type, and that BG lost 6 of that type, it would have 24 in its FP.
3. Not the way it works.


Thanks for the reply ... makes sense now.
Back to top
View user's profile Send private message
 
panssarijaakari

Rep: 15.6


PostPosted: Thu Aug 04, 2011 6:21 pm Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

schrecken wrote (View Post):
The numbers of teams always represents the START date of a battle/op/camp as is ignored, other than for re-inforcement, from then on.


eg

Day one a team has 30

Day two a team has 24


If you create a battle/op/camp starting day 1 it will have 30 and then suffer from attrition as casualties are incurred

If you create a battle/op/camp starting day 2 it will have 24 and then suffer from attrition as casualties are incurred

4. tLD doesn't have reinforce activated in campaign.txt (you can do so yourself)... I thnk the max is 4 reinforcements.

5. It brings it up to the numbers available on that day... eg from above day 2 would bring it up to 24 - It will only be effective if there is a general inprovement in FPool after reinforce ie it won't give you less teams as CC5 could do, this also means you may see no effect if you hit reinforce and the result would mean a net loss of teams.

6. Can't remember - Test

7. Pretty sure no - test

9. Pretty sure this is only a LSA feature - test


Excuse me for reviving a dead thread, but I'd really like to know how to activate reinforcement.

>4. tLD doesn't have reinforce activated in campaign.txt (you can do so yourself)... I thnk the max is 4 reinforcements.

Here you state that you can activate reinforcement in campaign.txt, but I can't really find this anywhere. Could you please how I can do this?
Back to top
View user's profile Send private message
 
thumb

Rep: 5.9
votes: 3


PostPosted: Fri Aug 05, 2011 7:13 am Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

Its misplaced at the end of the Battle Group "Base Battle Plans" section -

# Auto-refresh FPs (ala stock CC4)
0


{0=no;1=yes}
Back to top
View user's profile Send private message
 
panssarijaakari

Rep: 15.6


PostPosted: Fri Aug 05, 2011 8:53 am Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

Thank you very much!  :D

However, I do not see the reinforce button at the unit selection screen. Does it reinforce automatically at a pre-defined time?
Back to top
View user's profile Send private message
 
Dfox

Rep: 101.8
votes: 4


PostPosted: Sun Oct 16, 2011 9:05 pm Post subject: Re: Understanding Forcepool values, Reinforcement, and Retre Reply with quote

Hi,

The question to TLD developers. In campaign.txt ( for Classic CC5 ) I set up "0" in the line "Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)". But in the game disbanded BG appeared again. So is it bug or this setting doesn't work in Classic CC5 ?

Regards,
Back to top
View user's profile Send private message
 
 
Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> Close Combat The Longest Day


 
   
 


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!