tables_of_organisation_and_equipment
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| tables_of_organisation_and_equipment [2015/06/05 09:26] – vic | tables_of_organisation_and_equipment [2026/06/22 12:14] (current) – external edit 127.0.0.1 | ||
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| Also you can specify " | Also you can specify " | ||
| + | |||
| + | Also you can specify " | ||
| ====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 ' | If ' | ||
| + | |||
| + | There is also an option to change the 'short name' of any TOE enabled unit. If you put just a number like ' | ||
| ====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. | ||
| + | |||
| + | 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/ | 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/ | ||
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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, | It is highly recommended you switch on all the rulevars mentioned below (did not test all possible combinations of activation and de-activation, | ||
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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 | + | ==Where |
| - | There is a new editor TAB in the editor called ' | + | If you want to create |
| - | 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 ' | ||
| + | |||
| + | 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 " | + | ==Behind |
| + | |||
| + | Keep in mind that in the internal functioning of ATG the commanders and the TOE models | ||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | 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 ' | ||
| ====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)
