Senior Drill wrote:Remember that there are a lot of other factors involved in whether a soldier will be hit or not. The terrain he is in can provide protection and lower the chance he will be hit. The experience and moral of the shooter, the accuracy of the weapon, and the probability of whether or not the hit is a killing hit or wounding hit.
Trooper X could be standing buck naked next to armored Starship Trooper Y and survive the volley, while Trooper Y takes one in the eye. Luck happens.
We looked at increasing US body armor to reflect PASGT vests, OVT with SA inserts and Deltoid and Axillery add ons. They become real hard to drop and it throws the game balance way too far in the US favor. So the decision was made, by me, to level the playing field.
Adding a new team is not that hard to do. Take a team that is similar to what you want to make and copy that to the bottom of the *Team file. Increase the Class number by one and the number at the top left of the file by one. Put it at the bottom, do not insert it into the list or you will throw off all of the pre-made scenarios.
In the Soldier List columns, set the weapon and armor each has with the index number from the Soldier.txt file. In the Soldier Type columns, set the type of soldier each is.
If you want a soldier to carry a weapon that is not in the list, you need to create it in the Weapons.txt file, and Soldiers file.
Double check all the columns and then copy the data to the game files. Bada boom.
Thank you very much - Very helpful -
One more question - To add in a Solider Type - Can I cut and copy a similar Solider. Can I simply cut and copy a certain solider (within the soldier DB)....Tweak the copied soldier field where I see fit....and then place this at the bottom of the soldier DB (like I did above for teams).
While also adding +1 to the top left ?