Understanding Forcepool values, Reinforcement, and Retreat
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#1: Understanding Forcepool values, Reinforcement, and Retreat Author: davidssfx PostPosted: Tue Nov 16, 2010 6:00 am
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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?

#2: Re: Understanding Forcepool values, Reinforcement, and Retre Author: thumb PostPosted: Tue Nov 16, 2010 8:12 pm
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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.

#3: Re: Understanding Forcepool values, Reinforcement, and Retre Author: schreckenLocation: Sydney, Australia PostPosted: Tue Nov 16, 2010 8:35 pm
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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

#4: Re: Understanding Forcepool values, Reinforcement, and Retre Author: davidssfx PostPosted: Tue Nov 16, 2010 9:08 pm
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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.

#5: Re: Understanding Forcepool values, Reinforcement, and Retre Author: panssarijaakari PostPosted: Thu Aug 04, 2011 6:21 pm
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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?

#6: Re: Understanding Forcepool values, Reinforcement, and Retre Author: thumb PostPosted: Fri Aug 05, 2011 7:13 am
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Its misplaced at the end of the Battle Group "Base Battle Plans" section -

# Auto-refresh FPs (ala stock CC4)
0


{0=no;1=yes}

#7: Re: Understanding Forcepool values, Reinforcement, and Retre Author: panssarijaakari PostPosted: Fri Aug 05, 2011 8:53 am
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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?

#8: Re: Understanding Forcepool values, Reinforcement, and Retre Author: Dfox PostPosted: Sun Oct 16, 2011 9:05 pm
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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,



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