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tables_of_organisation_and_equipment [2015/06/05 09:26] victables_of_organisation_and_equipment [2026/06/22 12:14] (current) – external edit 127.0.0.1
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 Also you can specify "RENAME" to yes or no. Default is yes. If it is set to 'yes' any change of the name of the TOE in the model designer or in the change model window will be reflected in the unit name. Also you can specify "RENAME" to yes or no. Default is yes. If it is set to 'yes' any change of the name of the TOE in the model designer or in the change model window will be reflected in the unit name.
 +
 +Also you can specify "AUTOSTAFF" to yes or no. Only for HQ TOEs. Default is yes. If it is set to 'yes' subordinate HQs will ask more staff than their TOE if they are below 100% staff level. If set to 'no' requests will adhere strictly to the amount of staff specified in the TOE.
  
 ====Assigning TOE's to a unit on the map==== ====Assigning TOE's to a unit on the map====
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 Its free of charge and you can make as many changes as you like. Its free of charge and you can make as many changes as you like.
 If 'rename=Yes' of TOE Model than the unit will be renamed upon assigning an new TOE, if not it will keep its name. If 'rename=Yes' of TOE Model than the unit will be renamed upon assigning an new TOE, if not it will keep its name.
 +
 +There is also an option to change the 'short name' of any TOE enabled unit. If you put just a number like '1' or '277' it will be displayed numeric style, if you give a text (max 5 letters) it will be displayed on the counter. This might be a nice touch for any special units you want to give some special unique name. Or for scenario design purposes since it allows you to circumvert the automatic counter numbering system.
  
 ====Auto-Reinforcement Rules=== ====Auto-Reinforcement Rules===
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 If the HQ does not have the troops its subordinate wants it will pass on the request to its HQ. If the HQ does not have the troops its subordinate wants it will pass on the request to its HQ.
  
-Staff uses an exceptional rule. Any TOE assigned HQ unit with staff will ask as much staff as is needed to reach 100% staff level.+==Exceptional rule for staff== 
 + 
 +Staff uses an exceptional rule. Any TOE assigned HQ unit with staff will ask as much staff as is needed to reach 100% staff level. Unless its TOE has been flagged as 'AUTOSTAFF=no'
 + 
 +HQs that are TOE enabled will never send out more staff than their minimum compliment specified in their TOE model. 
 + 
 +==Reinforcement level==
  
 Units or HQs can specify their reinforcement level to: DISBAND / 0%, 25%, 50%, 75%, 100%, PRIORITY. Units or HQs can specify their reinforcement level to: DISBAND / 0%, 25%, 50%, 75%, 100%, PRIORITY.
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 100% is full auto-reinforce. 0% is no auto-reinforce. 100% is full auto-reinforce. 0% is no auto-reinforce.
 +
 +==Reinforcements slowly move down the chain of command==
  
 Take in to account that it takes a round for auto-reinforcements to travel between 2 units. So if your production arrives at SHQ and then needs to go to THQ and then to FRONT UNIT it will take 2 rounds. Take in to account that it takes a round for auto-reinforcements to travel between 2 units. So if your production arrives at SHQ and then needs to go to THQ and then to FRONT UNIT it will take 2 rounds.
 +
 +==Transfer capacity and fuel use and reserve settings ==
  
 In New Dawn the auto-reinforce transfer costs are much cheaper than the costs of regular transfers. Own power auto-reinforcement have double the range (and use either RDN or AP whatever is higher for movement points). This is done because the efficiency of an organized rule-based system is supposed to be much more efficient than hap-and-snap manual transfers. Furthermore it prevents micro management being more advantageous. The transfer point cost is only half and any possible oil cost (navy/land) is only a quarter. In New Dawn the auto-reinforce transfer costs are much cheaper than the costs of regular transfers. Own power auto-reinforcement have double the range (and use either RDN or AP whatever is higher for movement points). This is done because the efficiency of an organized rule-based system is supposed to be much more efficient than hap-and-snap manual transfers. Furthermore it prevents micro management being more advantageous. The transfer point cost is only half and any possible oil cost (navy/land) is only a quarter.
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 Keep in mind that auto-reinforcements are subject to anti-supply just like regular transfers. Keep in mind that auto-reinforcements are subject to anti-supply just like regular transfers.
 +
 +==Detailed log info on auto-reinforcements==
  
 In the LOG subsheets there is logging information on IN-Requests and OUT-Demands for each unit/HQ. In the LOG subsheets there is logging information on IN-Requests and OUT-Demands for each unit/HQ.
 +
 +==Naval reinforcements special rule==
  
 Autoreinforcement of ships to naval units only works within own power movement range. Air and land theater units can be transported by any type of transfer capacity points (land/rail/navy). Autoreinforcement of ships to naval units only works within own power movement range. Air and land theater units can be transported by any type of transfer capacity points (land/rail/navy).
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 ====How to enable TOE's and auto-reinforce in the editor for your scenario==== ====How to enable TOE's and auto-reinforce in the editor for your scenario====
 +
 +==Enabling it in a scenario==
  
 It is highly recommended you switch on all the rulevars mentioned below (did not test all possible combinations of activation and de-activation, but feel free to try, just no guarantees). It is highly recommended you switch on all the rulevars mentioned below (did not test all possible combinations of activation and de-activation, but feel free to try, just no guarantees).
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 Auto-reinforcement is done based on the ReinforcementType of a SFType. You can set several SFTtypes to have the same ReinforcementType code resulting in all these SFTypes being eligible reinforcements during auto-reinforcement. Auto-reinforcement is done based on the ReinforcementType of a SFType. You can set several SFTtypes to have the same ReinforcementType code resulting in all these SFTypes being eligible reinforcements during auto-reinforcement.
  
-If you want to create your own NATO counter graphics use a different modgraphics directory to avoid file-overwriting issues on sharing your scenario. Keep in mind NATO counters are loaded on game startup. So adding any new ones will require a game-restart (or reset of modgraphics directory of scenario) to load them. The NATO counters have to be numbered sequentially from 1.png, 2.png, etc...+==Where to put the NATO graphics==
  
-There is a new editor TAB in the editor called 'TOE' where you can already create TOE's for different regimes and assign them using the same change TOE model button as in regular play in map mode.+If you want to create your own NATO counter graphics use a different modgraphics directory (anewdawn uses 'newdawnmodgraphics') to avoid file-overwriting issues on sharing your scenario. Keep in mind NATO counters are loaded on game startup. So adding any new ones will require a game-restart (or reset of modgraphics directory of scenario) to load them. The NATO counters have to be numbered sequentially from 1.png, 2.png, etc... You can find the 'modgraphics' button in the general settings tab of the editor(a save and restart might be necc. to have them available)
  
-Note that you have to set the single subpart in the second list to a PREDEF UNIT #ID. Make sure this PREDEF UNIT is also a regular unit or also HQ as is indicated for the TOE unit/hq it self. You can add a designation here as well which corresponds with the second NATO counter from the TOE Model Designer.+==editor TOE tab functions== 
 + 
 +There is a new editor TAB in the editor called 'TOE' where you can already create TOE's for different regimes and assign them using the same change TOE model button as in regular play in map mode.  
 + 
 +It is however advised you use the regular player buttons in the order button since they are much easier to use. 
 + 
 +Note that if you use the editor TAB you have to set the single subpart in the second list to a PREDEF UNIT #ID. Make sure this PREDEF UNIT is also a regular unit or also HQ as is indicated for the TOE unit/hq it self. You can add a designation here as well which corresponds with the second NATO counter from the TOE Model Designer.
  
 If you set a TOE model to Fixed it has repercussions for the player in game. A fixed TOE means the player cannot change this TOE in the TOE Model Designer, nor can it assign a unit toe a fixed TOE or re-assign a unit already set to a fixed TOE to another TOE model. Basically when you set a model to FIX it takes away all flexibility regarding this model for the player.  If you set a TOE model to Fixed it has repercussions for the player in game. A fixed TOE means the player cannot change this TOE in the TOE Model Designer, nor can it assign a unit toe a fixed TOE or re-assign a unit already set to a fixed TOE to another TOE model. Basically when you set a model to FIX it takes away all flexibility regarding this model for the player. 
  
-In the editor you can use the "TOE" tab but you should only use that tabsheet for giving some special variables to TOE models like: Fixed, Use Different Name Counter, % chance to use old numeric. This because the editor also allows you to open the nicer Model TOE designer window (for any regime you'd like) and the Change Model Window (to assign TOE models to units on map).+==Behind the hood== 
 + 
 +Keep in mind that in the internal functioning of ATG the commanders and the TOE models (and any TOE instances) are all kept in the internally dubbed 'historical units' table. 
 +For example the function CheckHistoricalUnit(returns the hisID# for a commander if we have a non-TOE HQ with a commander in it. 
 +But the same function returns a hisID# for a non-HQ unit. 
 +It can be the case a commander and an instance of a TOE model share a historical unit ID#. 
 +Commanders and instances of TOE models can join and seperate, it is the commander that keeps the tv0,tv1-tv5 variables and the same historical ID#. 
 + 
 +==Interesting Checks and Execs== 
 + 
 +CheckUnitHistorical(unit slot nr) => historical unit ID# 
 + 
 +CheckUnitHistoricalModel(his ID#) => historical model ID#  
 + 
 +ExecAddHistoricalUnit ( TOE model ID# , x, ,y ,) => place a virgin new unit already assigned to a specific TOE with full troops on map
 + 
 +ExecSwitchModel ( unit slot nr, TOE model ID# , change name => swith a unit to a new TOE model ID#. No troops or added or removed, just the TOE model of the unit is changed.
  
-There is an option called 'UseModelCounter' in the editor "TOE" tab. You can use this to set a certain model TOE to use the counter of another TOE model. This can give you continued naming of for example: 1st Inf, 2nd Inf, 3rd (Mot) Inf, 4th Inf. 
  
 ====To-do list for next patch ==== ====To-do list for next patch ====
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 * Allow feature (in combination with future AI work) where the towns automaticly produce whats needed to meet the REQUEST needs of the units in the field. * Allow feature (in combination with future AI work) where the towns automaticly produce whats needed to meet the REQUEST needs of the units in the field.
 +
 +
 +* Allow setting 0% reinforcements (without setting to DISBAND)
 +
 +
 +* In production screen show the Requests made to the HQ so you can better decide what to produce
  
  
tables_of_organisation_and_equipment.1433496415.txt.gz · Last modified: 2026/06/22 12:13 (external edit)

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