Posted: Tue Jan 17, 2017 9:45 pm Post subject: Re: artillery support
Nope, - Thats not possible as this is hardcoded in the .exe file.
A workaround would be to implement a Forward Observer team with indirect fire capable weapon coded as artillery.
This has been done for several mods for the older CC games.
Its a little involved for a first modding project, but definately doable. All editing is done with the data files of the game in a spreadsheet program like XL.
Posted: Wed Jan 18, 2017 8:52 am Post subject: Re: artillery support
Open /Data/Base/Campaign.txt in Notepad. At the bottom is the fire support data. You can modify the number of tubes firing (= # of explosions per volley on the map), the number of total rounds fired in the support mission, and the number of volleys. I havent tried but if you set the # of rounds to 999 the fire support mission might last longer than the battle
ex. of slightly modified fire support data:
# Gateway to Caen
#########################################################################
# Fire support data.
# Data is: weapon index, number of tubes, total rounds (will rnd +/- 20%), barrage type (0 = concentration, 1 = rolling), delay first volley (in 0.1s), delay between tubes, delay between volleys, error radius (in map tiles)
#Allied mortar, then Axis mortar
3,4,40,0,150,5,40,3
3,4,40,0,150,5,40,3
#Allied artillery, then Axis artillery
4,4,40,0,200,3,100,3
4,4,25,0,200,3,100,3
#Allied prep barrage, then Axis prep barrage
4,4,40,0,0,4,20,3
4,4,36,0,0,4,20,3
Posted: Wed Jan 18, 2017 6:20 pm Post subject: Re: artillery support
I got tired of the ineffective Allied rolling barrage and changed it to a TOT concentration with more rounds. The AI likes to dump that on the nearest enemy VL to start the battle. Makes setting up a forward defense pretty dicey.
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