BlAin Posted November 16, 2008 Share Posted November 16, 2008 Hello everyone, I hope that someone could help me out with this: For some reasons, once I am in the scenario editor, I cannot make the bunkers (whichever type) stay in the completed (and saved) scenario. They do not appear at all. Furthermore, T-62 tanks are not present in the "Available Units" scroll-down menu (for the Syrians). Is there a way that I could add them to available units? Thanks! P.-S.: Also, could not find fox holes either in the map field element list... 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted November 16, 2008 Share Posted November 16, 2008 The model of tanks in your tank formation depends on the equipment quality that you set, and I think some randomness. Here's from manual page 128: Republican Guards Tank GOOD - T-72M1V TURMS-T - T-72M1V 2001 Regular Tank GOOD ......................................... BAD - T-72M1V .................................... - T-72M1 - T-62MV ..................................... - T-72M (late) - T-55MV Reserve Tank GOOD ......................................... BAD - T-72M (early) ............................. - T-62 1975 - T-62M ....................................... - T-62 1972 .................................................. - T-55 1974 Static Tank GOOD - T-55 1970 - T-54B So, eg. to get old model T-62's pick a poor quality reserve tank company. 0 Quote Link to comment Share on other sites More sharing options...
BlAin Posted November 16, 2008 Author Share Posted November 16, 2008 Thank you, that makes way more sense now. Why I asked is because, let's I select a reserve tank company, once it's in the "Activated troops" section, what it would display generically will be "T-72M early" no matter what I wanted. Now what you're saying is that if I change the quality setting of this said unit, it would change to a T-62, for example. I will try it. What about my bunker problem now? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted November 16, 2008 Share Posted November 16, 2008 You have to set the desired equipment quality before the unit is picked, after that the equipment model won't change so you would have to delete the unit and repurchase it. I don't know about the bunker thing, I tried it and everything worked just fine. 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted November 16, 2008 Share Posted November 16, 2008 Bunkers have been reported flying 200m in the air. Maybe look up^? Supposedly when the scenario launches they work ok though. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted November 16, 2008 Share Posted November 16, 2008 I don't know if this applies to this particular build but I've found bunkers sometimes don't like sitting on painted 'setup zones'. So you might want to try un-painting the setup zone area directly beneath the bunker, locking them in place. Just a thought. 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted November 16, 2008 Share Posted November 16, 2008 The bunkers thing is a known issue and it has already been fixed by the upcomng v1.11 patch. You'll find them WAY up in the sky in one corner of the map. Once you find them, click on them and give them a facing command and they'll return to earth and you can move them to where you want. Of course, when you move them, they'll 'disappear' as they go back to their perches above their new location. Just select them again and give them another facing command. Rinse and repeat until you get them where you want them. Hopefully, we won't have to do this for much longer. 0 Quote Link to comment Share on other sites More sharing options...
BlAin Posted November 16, 2008 Author Share Posted November 16, 2008 Thanks for the input guys. However, I need to know few more things: first where would be the foxholes and how can I add Stryker M1128 (MGS) since it seems that it is not listed anywhere in the Stryker infantry available troops. P.-S.: Tested a T-62 against a Bradley, it is now 1-1... hehehe. At closer range (under 500m) the Bradley has a important disadvantage, it seems, it cannot/will not fire its atm. However, its 25mm cannon just went through the T-62 like air through swiss cheese! Seems odd to me, but I guess that it could be u-depleted rounds... 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted November 16, 2008 Share Posted November 16, 2008 No foxholes, just trenches. You can find those in the Map Editor under "Walls, Trenches, and Fences." Stryker MGSs are integrated into Stryker Rifle Companies. I think they're the 4th Platoon. 0 Quote Link to comment Share on other sites More sharing options...
BlAin Posted November 16, 2008 Author Share Posted November 16, 2008 Yeah, I noticed that they were deep inside the 4th platoon. Just to let you know, The MGS that I pitted against some T-62 just obliterated the latter. On the other hand, the T-62 when it got a good shot at the MGS completely detonated it with no crew survival. I tried also the Stryker M1126 (40mm) against either a BMP-2K and afterwards a BTR and both stood no chance due to the 40mm rounds being fired (at less than 200m though). The BMP's and the BTR's shots were not effectively percing their way into the Stryker's hull. I thought, at least, that the BMP-2 would withstand the 40mm exp-rounds fired by the Stryker but it did not last more than 10~15 sec.? That's unfortunate that there are no foxholes and no way to have a dugged-in position (the latter which I sorely miss...) 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted November 16, 2008 Share Posted November 16, 2008 There are foxholes, they are added automatically at the start of the battle. They look shallow and non-descript, so it's easy to miss them (which is on purpose), but they should have the correct protection effects. 0 Quote Link to comment Share on other sites More sharing options...
BlAin Posted November 19, 2008 Author Share Posted November 19, 2008 Is there a possibility that foxholes could be added in the scenario editor instead of being generated randomly by the editor? Simply because it is not really practical if you want to put soldiers in the holes in advance if you do not know where they will be generated... Thanks for the feedbacks... 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted November 19, 2008 Share Posted November 19, 2008 Blain - they are added automatically underneath your soldiers. So, wheresoever you put your soldiers, that's where the foxholes are. 0 Quote Link to comment Share on other sites More sharing options...
BlAin Posted November 19, 2008 Author Share Posted November 19, 2008 That's really weird... are they added only in certain types of engagement scenarios? The small scenario on which I am working is a meeting engagement one... Any clue? 0 Quote Link to comment Share on other sites More sharing options...
Apocal Posted November 19, 2008 Share Posted November 19, 2008 That's really weird... are they added only in certain types of engagement scenarios? The small scenario on which I am working is a meeting engagement one... Any clue? If it's a meeting engagement then both sides are on the move... so why would one have foxholes? Also, you can't quite "make" a foxhole, but I've found that a V-shaped trench er... tile makes for a reasonable approximation of a two-man or MG fighting position when orientated properly. 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted November 19, 2008 Share Posted November 19, 2008 That's really weird... are they added only in certain types of engagement scenarios? The small scenario on which I am working is a meeting engagement one... Any clue? I have no idea. I've never much bothered about them. 0 Quote Link to comment Share on other sites More sharing options...
Apocal Posted November 19, 2008 Share Posted November 19, 2008 That's unfortunate that there are no foxholes and no way to have a dugged-in position (the latter which I sorely miss...) To get a dug-in position, just play with elevations in the editor. Build the bottom two or three meters below the surrounding elevation and the sides one or two meters higher. Reasonable approximation, works for me. 0 Quote Link to comment Share on other sites More sharing options...
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