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phrostee

multiple squads in the APC

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There is a limitation to how many squads you can put in an APC and still evacuate them. It is not a bug. This is a function of the unit's abilities command set. You are limited to a maximum of 4 commands, and each garrisoned squad takes up one command. The easy way to increase the number of garrisoned squads is to move the minefield ability to another unit, (the PitBull for instance.) You can then add a second squad that can be evacuated. Adding more than two will cost you some of the basic functionality of the APC, either by removing the Call-for-Transport ability or by removing the Move-to-Location-and-Evacuate ability, or both. Any squad you allow to garrison the unit beyond those that have command slots, become unit upgrades that cannot be removed. Just remember, the last squad to enter is the first squad out. So unless you can figure out how to make a rotating stack for the command button, you're stuck with these limitations.

 

Please note, that this is also why structures have a functional limitation of 3 garrisoned squads. Though excess squads can be eliminated by grenade/flame thrower/buzzer garrisoned structure clearing abilities.

 

Hope this clears up the misconception. :lol:

Edited by phrostee

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My apologies, I was wrong in implementation. There seems to be a default setting for the number of garrisons evacuated from a vehicle that I just don't know how to change. It should be possible to make this work, hence the Reckoner in KW.

 

If someone would be so kind as to delete this thread.

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There is a limitation to how many squads you can put in an APC and still evacuate them. It is not a bug. This is a function of the unit's abilities command set. You are limited to a maximum of 4 commands, and each garrisoned squad takes up one command. The easy way to increase the number of garrisoned squads is to move the minefield ability to another unit, (the PitBull for instance.) You can then add a second squad that can be evacuated. Adding more than two will cost you some of the basic functionality of the APC, either by removing the Call-for-Transport ability or by removing the Move-to-Location-and-Evacuate ability, or both. Any squad you allow to garrison the unit beyond those that have command slots, become unit upgrades that cannot be removed. Just remember, the last squad to enter is the first squad out. So unless you can figure out how to make a rotating stack for the command button, you're stuck with these limitations.

 

Please note, that this is also why structures have a functional limitation of 3 garrisoned squads. Though excess squads can be eliminated by grenade/flame thrower/buzzer garrisoned structure clearing abilities.

 

Hope this clears up the misconception. :lol:

 

Well I did that once and it didn't work. It's still bugged even though if you remove the unit abilities just for those infantry slots.

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Yeah, I leaped before I looked.

 

The "bug" is a limitation default set for vehicles, and can be overridden, hence the Reckoner in KW which allows 2 squads to be garrisoned and evacuated. Interestingly, the default for structures doesn't have this limitation and structures will evacuate all squads, either singly or en mass, even when there are more than 3 squads in garrison in one structure. The maximum limits for garrisoned troops appears to be set by the number of BoneGarrisons listed under the ExtraPublicBone entry. But I haven't checked to see whether this is the case or not.

 

Not being a programmer and having very little experience with xml coding, I can only guess at what needs to be done and have no idea how to implement it. I suspect that the ProductionQueueHordeContain.xsd has to be set to "unbounded," but how and where to add the entry to the APC's xml file escapes me.

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