LSA - Using all 15 slots
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#1: LSA - Using all 15 slots Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jul 11, 2011 10:28 am
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http://www.matrixgames.com/forums/tm.asp?m=2858442



#2: Re: LSA - Using all 15 slots Author: Sapa PostPosted: Mon Jul 11, 2011 2:47 pm
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Great! nice! thankyou! all i need now is troops to fill them up ;)

#3: Re: LSA - Using all 15 slots Author: Priapus PostPosted: Tue Jul 12, 2011 12:15 am
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I thought the idea of some BGs being able to field smaller numbers of troops was an attempt to represent the units overall size? i.e. smaller BGs are more liable to being overwhelmed and flanked by larger BGs.

#4: Re: LSA - Using all 15 slots Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 12, 2011 12:36 am
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It is

but now you have the tool to mod something different.

The only problem, it seems, is you can't vary the composition BG by BG.

They will all use the calculation from within the exe to determine the number of slots used.

I'd like tyo see each BG being able to be modde dindividually

eg.  Some Bg's with broad but shallow fpools, some with narrow but deep, and otheres with various combinations in between.

This could create more varied strategic decisions required of the player.

So, we have one baby step forward with this new release.

#5: Re: LSA - Using all 15 slots Author: mig2927 PostPosted: Thu Jul 14, 2011 4:14 am
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why Can not use 20 slots?

#6: Re: LSA - Using all 15 slots Author: mig2927 PostPosted: Thu Jul 14, 2011 4:16 am
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why Can not use 20 slots?

#7: Re: LSA - Using all 15 slots Author: Sapa PostPosted: Thu Jul 14, 2011 5:10 am
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There is only room for 15 hmmm.... :?:

#8: Re: LSA - Using all 15 slots Author: Priapus PostPosted: Thu Jul 14, 2011 3:30 pm
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20 slots for very large BGs would be great, especially considering how huge some of the LSA maps are. However, I suspect that's something that can't be modified without tampering with the .exe.

#9: Re: LSA - Using all 15 slots Author: ErwinSp PostPosted: Thu Jul 14, 2011 6:07 pm
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I think with modiffications going on in LSA with 20 units micromanagement will be complicated.

I prefer 15 teams or units. ¿Don't it with 20 seems more like Command and Conquer? It's just an expression, you understand me well please.

And i don't like teams without few men to better fire positions with real Wall Mod. I think that the Hand to Hand Combat will be most important with the Modification is coming. And really it's a nice transformation, last night i was amazed very pleasantly, Priapus.

In fact, i'm doing Tests with the new data in individual battles.

#10: Re: LSA - Using all 15 slots Author: Priapus PostPosted: Thu Jul 14, 2011 11:38 pm
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The only teams I have reduced in size are the heavy MG teams because it can be infuriatingly difficult to get the mg to sit by a window during deployment if the teams are large. I may consider enlarging other teams, rifle teams particularly, if that is something everyone agrees to.

#11: Re: LSA - Using all 15 slots Author: US_BrakeLocation: USA PostPosted: Fri Jul 15, 2011 1:16 am
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That "how many soldiers in the sandbox debate" must have some history in this series. Much like the "Small map vs Big Map." Do all CC versions have 15 units? I forget. I do remember thinking big maps should equal more units. Limiting the game to 15 has some benefits like limited scope, commanding 100 units would be pretty hairy.

#12: Re: LSA - Using all 15 slots Author: george-1st PostPosted: Fri Sep 23, 2011 2:12 am
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Hello Schrecken. As you probably know I'm new here and am trying to mod the CC2:LSA maps for CCIII:Cross of Iron  and CC5:Invasion Normandy.  I've spent a better part of three hours fudging around with the programs you recommended in another post to me. All I managed to accomplish is get a headache.

Right now I'll settle for increasing the BG slots in CC2:LSA to 15 as shown above.

I tried using excel in delimited format to change the numbers as indicated in your jpg but it seems that the lines do not match up in my fpools.txt compared to yours.

For example, my line 2 is your line 3. It does not show the 10 like you have on the first column nor the 4 following in the next.

Mines starts out with 64 at line 2.

Can you upload your fpools.txt file for CC2:LSA?
Thanks,

#13: Re: LSA - Using all 15 slots Author: schreckenLocation: Sydney, Australia PostPosted: Fri Sep 23, 2011 2:35 am
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hmmm...let's see

i converted a bunch of LSA maps, i think,  amongst others to work with the COI Bloody Omaha mod... they are in that map pack.

http://closecombat.matrixgames.com/CoI/coimods.html

Quote:
Mines starts out with 64 at line 2.


You need to install the latest patch it was only implemented then.

#14: Re: LSA - Using all 15 slots Author: george-1st PostPosted: Fri Sep 23, 2011 3:27 am
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Thanks a bunch.

I haven't been on this site long enough to know, learning..... happens when you're Johnny come late to the party.

#15: Re: LSA - Using all 15 slots Author: papa_whisky PostPosted: Fri Sep 23, 2011 12:12 pm
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sort of begs the question for me what happens at 0, 20 and 30?

#16: Re: LSA - Using all 15 slots Author: schreckenLocation: Sydney, Australia PostPosted: Fri Sep 23, 2011 8:27 pm
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Please test various changes and report back.

#17: Re: LSA - Using all 15 slots Author: papa_whisky PostPosted: Sat Sep 24, 2011 2:59 am
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I thought you might say that Schrecken Wink . If I get round to it I will certainly let you all know. I agree with the point that it would have been even better to enable this effect by Fpool rather than overall, something to look forward too in the future.

#18: Re: LSA - Using all 15 slots Author: kwenistonLocation: Netherlands PostPosted: Sat Sep 24, 2011 6:07 am
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With support for bigger maps in LSA, it wouldn't be illogical to have some more units at hand. 20 would be the maximum for me, though.

If Matrix were to implement some hotkey features (such as scroll through all units, like all RTS games can), this would be helpful. (already posted at Matrix)

#19: Re: LSA - Using all 15 slots Author: CSO_Talorgan PostPosted: Sun Jan 29, 2012 10:43 pm
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ErwinSp wrote (View Post):
I think with modiffications going on in LSA with 20 units micromanagement will be complicated.


Inevitably.

The point at which micromanagement becomes over-complicated will vary from player to player.

Presumably the variables might include:

* player experience
* game speed
* map size
* whether or not units are linked together using the group function
* whether the game includes some form of reinforcement function
* game style (having an on-map reserve; giving a damn about casualties)
* "order and forget" (WW I?)
* how much satisfaction you derive from being precise in the control you exercise

IIRC Both Firefight and Squad Assault have 20 units and feel quite manageable.

I think the "limit" for me would be a bit higher.

The AI would certainly benefit from some beefed up human-wave capability.



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