FAQ and Howto (OpenGen + Suite)

Discussing the game, editor (Suite) and the related tools.
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Re: FAQ and Howto (OpenGen + Suite)

Post by hoza »

randowe wrote: 2023-01-29 14:19, Sunday
Profa wrote: 2023-01-29 14:15, Sunday Is there a forum option to insert picture from computer?Not from web hosting?
I would like to add it for campaign report.
It is not possible to load pictures directly into the forum. You have to host them somewhere else first.
what easy free host would you recommend? :grumpy
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Re: FAQ and Howto (OpenGen + Suite)

Post by randowe »

hoza wrote: 2023-01-29 16:03, Sunday what easy free host would you recommend? :grumpy
I always use free german site https://abload.de/ But that is maybe not suitable for international visitors because of the language :huh
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

I use https://imgur.com/
Is free and easy to use.
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

Greetings everyone!

Question:
Could helos use carriers?
Considering that "helo" class is essentially "flak" in MW e-file I thought it is better if I ask if they could deploy on carriers or not.
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

Duke Falcon wrote: 2023-05-02 18:19, Tuesday Greetings everyone!

Question:
Could helos use carriers?
Considering that "helo" class is essentially "flak" in MW e-file I thought it is better if I ask if they could deploy on carriers or not.
Well it depends how you configure helos and containers ...

The best way would be if you test your helos with the container you want ... make a single test scenario with a couple of helos and containers and you will see clearly if they fits your needing.
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

LuisGuzman wrote: 2023-05-03 12:10, Wednesday
Duke Falcon wrote: 2023-05-02 18:19, Tuesday Greetings everyone!

Question:
Could helos use carriers?
Considering that "helo" class is essentially "flak" in MW e-file I thought it is better if I ask if they could deploy on carriers or not.
Well it depends how you configure helos and containers ...

The best way would be if you test your helos with the container you want ... make a single test scenario with a couple of helos and containers and you will see clearly if they fits your needing.
:2cents
Would do that.
In worst case I keep some fighters and bombers as "carrier deploy" crafts...
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

Okay, I know it were maybe explained many times...
But I decided to save such explanations to avoid ask the same stupid thing again and again like a dumb child...
Plus not sure how much things changed with the latest executable and suite updates...

What I am curious about and would appreciate if one may explain to me:
1. How weight checkboxes works according to transport units (+ transport units must be GTP\ATP\NT or any unit could be "transport", e.g. recon or tank?)?
2. How containers works exactly and what classes could use them apart from fortifications and carriers?
3. Hexes could rise only friendly units or enemy units aswell?
4. Could different nations have different unit values (like player infantries start with basic 15 strenght and go up to 20 while AI starts with basic 10 and go up to 15) or such values are generally affects all sides?
5. Could ground condition changes defined according to terrain types (like swamps freeze faster than rivers) or such changes are generally affects all terrain types what is not ocean or escarpment?

Thank you!
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Re: FAQ and Howto (OpenGen + Suite)

Post by sympatyk »

:howdy

Reply to point 4

- When purchasing units - you can set separate basic strength and experience parameters for both sides of the conflict

Image

- When creating a scenario/change - you can individually set the basic strength and current strength parameters for each unit. You can also set individual experience for each unit, set the value of the experience bar --> automatically if - AutoBar is selected

Image
Image

You can set the basic strength to e.g. 15, 10, 8, 2

If you set the unit's strength parameter to more than its base strength, after losing strength --> you can rebuild the unit to its base strength + experience bar value

For example, a unit has a base strength of 4 and a current strength of 10 and experience bar = 2 --> After losing strength to 3, its maximum strength can be 4 + 2 = 6
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Re: FAQ and Howto (OpenGen + Suite)

Post by sympatyk »

answer point 5

The condition of the ground (dry, frozen, muddy) affects the cost of traffic in specific areas
You define this in the TERRAINEX file
like swamps freeze faster than rivers
Not possible - changes affect all types of terrain according to the values entered in TERRAINEX
Of course, if you enter the same values for - dry, frozen, mud - nothing will change
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

Thanks, Sympatik!

I just sketching a new e-file. This would be the first where I want to use special transports (hence the weight checkbox question). I know I read once how it works but I can't find it. And first time want to use trains to - not as transport but as combat crafts do able to transport other units (again the transport weight stuff, it returns to haunt...).
Speaking of which: How rails work? I know how roads work and I suspect rails work the same way... I know there is an "enable road on all terrain" option in the suite but that affects rails to? Or how can I set-up rail-bridges?
I even have an idea for land-based, moving landing-pads what I think also use the transport weight stuffs (third time..!)... Or transport submarines able to ferry ground forces safer than common transport ships (they evade afterall). Lots of strange ideas for this new e-file :)
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

So, I may end up at the wrong answer, so I thought better clarify just for sure:

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Re: FAQ and Howto (OpenGen + Suite)

Post by randowe »

For containers/hangers you need to use the "misc" panel instead of "transports". Set the number of hangars and carrier weight checkboxes. Then the same checkboxes on the units that should enter the hangar.
I don't know if any unit specials are needed because i use this only for aircraft carriers.

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Re: FAQ and Howto (OpenGen + Suite)

Post by none »

randowe wrote: 2023-10-28 13:26, Saturday I don't know if any unit specials are needed because i use this only for aircraft carriers.
No specials needed. Just make the right weight combinations, and you can create transports for light units + transports for heavy units, + units which can't be transported at all.

I've added hangars in destroyers and torpedo boats, allowing them to freely embark and move infantry and light artillery. I also have "ferry boats" (confiscated civil vessels) which can also load and move heavy vehicles like tanks (but are slow as hell). Your imagination is the limit.

I would even completely drop the automatically disappearing naval transports, and replace them with transport units you have to manage when full and empty (and which thus can do several trips).
The problem preventing this is there is no way the player can embark his core units at scenario start, unless you give him a big enough stretch of friendly beach (most maps don't have)...

Hangars is a very powerful feature, and if Luis had continued adding features to OG they could be made to create many different interesting things, like bunkers and trenches you can put troops in (and take out), completely overhaul transports (land, air, sea), and much more.
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

I have a strange question at first: Could it be disabled that units get supplied on the map if they not stay in a city\port\airfield? I want dedicated units being the only what can resupply other units with ammo&fuel.
If I remember correctly reinforcement of damaged units could be disabled in a cfg file...
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

Duke Falcon wrote: 2024-01-24 18:50, Wednesday I have a strange question at first: Could it be disabled that units get supplied on the map if they not stay in a city\port\airfield? I want dedicated units being the only what can resupply other units with ammo&fuel.
If I remember correctly reinforcement of damaged units could be disabled in a cfg file...
Can use $supply_ex to restrict supply to land units close to cities/ports although doesn't affect air or sea units.
See entry for $supply_ex at Config Files
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

LuisGuzman wrote: 2024-01-24 19:09, Wednesday
Duke Falcon wrote: 2024-01-24 18:50, Wednesday I have a strange question at first: Could it be disabled that units get supplied on the map if they not stay in a city\port\airfield? I want dedicated units being the only what can resupply other units with ammo&fuel.
If I remember correctly reinforcement of damaged units could be disabled in a cfg file...
Can use $supply_ex to restrict supply to land units close to cities/ports although doesn't affect air or sea units.
See entry for $supply_ex at Config Files
:howdy
Wow, thanks!
It seems a whole lot of new things could be set in cfg files now!
I sure have some time to study and examine it closer... Maybe get some new ideas for my current WiP e-file :)
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

What is the maximum timeframe limit for an equipment file?
I want an equipment from 1750 to 2050 but the Suite resets 2050 to 1794!

Any idea how to achieve that 2-300 years timeframe?
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

Duke Falcon wrote: 2025-04-25 15:38, Friday What is the maximum timeframe limit for an equipment file?
I want an equipment from 1750 to 2050 but the Suite resets 2050 to 1794!

Any idea how to achieve that 2-300 years timeframe?
Well the timeframe for a given equipment item (start - end avail year) is stored as a BYTE data so its maximum value is 255, so you should be able to define avail timeframe as 1750 to 2005 as much, if you set the base year to 1750 obviously.
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Re: FAQ and Howto (OpenGen + Suite)

Post by Duke Falcon »

LuisGuzman wrote: 2025-04-28 06:59, Monday
Duke Falcon wrote: 2025-04-25 15:38, Friday What is the maximum timeframe limit for an equipment file?
I want an equipment from 1750 to 2050 but the Suite resets 2050 to 1794!

Any idea how to achieve that 2-300 years timeframe?
Well the timeframe for a given equipment item (start - end avail year) is stored as a BYTE data so its maximum value is 255, so you should be able to define avail timeframe as 1750 to 2005 as much, if you set the base year to 1750 obviously.
:howdy
Thanks, Luis!
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Re: FAQ and Howto (OpenGen + Suite)

Post by Shipright »

I am curious if there is an outright toggle for units to only inflict suppression damage in combat, or if not is there a way to set unit stats to bias the combat calculations to lean heavy on suppression over destruction outcomes?

Has anyone tried this with success?
Last edited by Shipright on 2025-07-21 08:11, Monday, edited 1 time in total.
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

:welcome to the forum Shipright

:huh
No, there is no option to inflict only suppression in combat and I wonder why anyone would like to avoid killing enemy units :dunno
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Re: FAQ and Howto (OpenGen + Suite)

Post by Shipright »

Thanks! I appreciate the quick answer.

I can think of many instances where you would want to use suppression as a stand in for various effects. Non-kinetic fires are a major part of modern warfare.

In this instance I was trying to simulate the effect of point defense turrets on ranged attacks. In a modern naval context, most offensive attacks are via missiles, and PD fire is usually at the missiles not the shooter. By suppressing an incoming attack via supporting fire (so before the attack on the targeted unit), it would appear you actively intercepted a portion of the incoming missiles not the launching unit. That illusion is not possible if you actually damage the attacking unit.

Some other uses:
- Electronic Warfare: Jamming, Hacking, EMP, etc.
- SciFi: You could simulate shields (same idea as the point defense above)
- Non-lethal weapons of various flavors
- Information warfare; propaganda units whose attacks suppress strength as a stand-in like reducing moral.
- Snipers: their attacks suppress strength as a stand-in for reducing unit organization

Basically, anytime you want to impact the effectiveness of a unit, but not through outright destruction. Good idea fairy stuff I know.

In general, suppression is a pretty big component of the combat engine, it would be beneficial to be able to influence its prevalence in various situations.
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Re: FAQ and Howto (OpenGen + Suite)

Post by LuisGuzman »

I see...

Then you would like to have a new efile special attribute to set some unit/s to sum up current kills + suppression as suppression only, right?

The problem, in addition to the fact that the code is frozen and changes are limited to fix bugs, is that there is no efile special attributes available :(

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