The spacing can be a bit funky to work with (it screws up a lot... don't ask me why). It takes a while to space things correctly unfortunately, but at least it works. 
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Mech Motor
Ground Defense (GD) 4 3
Air Defense 1 1
Soft Attack(SA) 3 3
Hard Attack(HA) 2 1
Air Attack 2 2
Supply Comsumption (S) 1.5 1
Fuel Consumption(F) 4 0.5
Service Rifle GD+1 (5) GD+1 (4)
SA+1 (4) SA+1 (4)
Flamethrower GD+1 (6) GD+1 (5)
Frontline Medical Station GD+1 (7) GD+1 (6)
Basic Submachinegun SA+1 (5) SA+1 (5)
GD+1 (8) GD+1 (7)
Basic AT Magnetic Mines GD+1 (9) GD+1 (8)
Improved Tube - Launched Rock. HA+1 (3)
Advanced Tube - Launched Rock. HA+1 (4) HA+1 (2)
Mine Clearing Equipment GD+1 (10) GD+1 (9)
Standardized Ammunition S-1 (0.5) S-1 (0)
Standardized Cargo Spaces S-1 (-0.5) S-1 (-1)
Refuel Ammunition Teams S-1 (-1.5) S-1 (-2)
F-1 (3) F-1 (-0.5)
Tank Transportation Trucks S-1 (-2.5)
Improved Submachinegun SA+1 (6)
GD+1 (11)
Basic Assault Rifle SA+2 (8)
GD+2 (13)
Wire - Guided AT - Missile HA+2 (6)
Improved AT Magnetic Mine HA+1 (7)
GD+1 (14)
Direct Blast - Effect Mines HA+1 (8)
SA+1 (9)
GD+1 (15)
AT Recoilless Rocket Launcher GD+1 (10)
Tracked Ammunition Carrier S-1 (-3.5)
Tracked Refuel and Ammunition F-1 (2)
Tracked Refuel and Ammo Teams F-1 (1)
S-1 (-4.5)
Improved Assault Rifle SA+1 (10) GD+1 (11)
The final Tally
Mech : GD = 15 HA = 8 SA = 10 S = -4.5 F = 1
Mot. : GD = 11 HA = 2 SA =5 S = -2 F = -0.5
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And that's why I decided to point it out.Originally posted by bandkanon
Hmmmm What you said about either or on the guns thus will make all the values less since they are not aggregates, but then I can't do anything to revise that yet until I play the game and figure out whats what.
That's the only reasonable thing I can think of, unless those numbers go through all sorts of calculations to end up with the actual amount of fuel consumption.On the fuel and supply negative: At first I thought that those values will have positive numbers tacked on from other techs. However, I didn't find any. So I provide a theory:
Assumption: S and F negative values are not possible since that will mean units will generate S and F which does not make sense. Therefore S and F final values have to be positive.
The original S and F values are for idle units. You just sit there and they will consume that much per day or per time unit. However, once they start moving they consume much more. That will also depend if they are attacking or defending or rolling through rough terrain or harsh weather. So those negatives apply to S and F when the units are attacking or moving per time unit. I don't think we have seen the tables for S and F consumption for units depending on the terrain and weather and attack and defend.
Any other ideas??
According to what I've heard from some of the betas, that's what "when = now" means...Originally posted by bandkanon
Hmmm, but then in the AAR's there are mentions of refits. So what are they refitting then if every tech I looked at for that list said "when=now"? I am very doubtful that upgrades are instantaneous. In RL the panzer divisions had to be refitted all the time. I don't think I have ever seen a not "when=now" statement for a tech.
Actually, the way the tech tree is structured, the 80mm version has to have already been researched in order to research the 100mm variant.Ok then so the techs give cumulative bonuses. So let me get this straight:
If I choose to go for the 100mm gun that gives me 1 point. If I choose the 80mm gun that gives me 1 point. However if I choose the 80mm I can still choose the 100mm later and thus get 2 points? But if I go for the 100mm I skip the 80mm and I only get 1 point since I can't go back. Sounds kinda unrealistic. But then I can't fathom how this will work: having both cumulative effects and choosing techs that give the same value even if one sounds better than the other.
You're correct.Originally posted by bandkanon
I meant the 80mm and the 100mm as an example. Ummm, how about the one you talked about between choosing different tank destroyers. Use that instead. Unless you have to research the lighter ones in order to get to the heavier guns. Then that will mean you have no choice and everything is cumulative and thus my list is correct in assuming cumulative effects.