RGA wrote:From what Philippe said it sounds like a fix is being worked on for the 1st patch that will tweak the unit model for MA and HA possibly decreasing the ammo cost per firing, increasing unit ammo storage capacity, decreasing ROF or a combination of all these factors, but we are all a bit in the dark at the moment until someone in the know comments. Having munitions units supply artillery during battle may involve more coding effort and not be available for a 1st patch, not even sure it's a good idea, I wouldn't want my artillery to hoover up all the shells I had in one battle leaving bugger all for the following months.
I'll dig around in the files later and see what I can come up with (probably not much since I haven't done much AGEOD modding since AACW), but right now it looks like the MUN units are even being drawn upon. Their supply bar never drops no matter how few are in the fight.
EDIT:
I was very wrong. The guns do draw ammo from the MUN units, but not until the battle is over. Before then, they rely entirely on internal stores.
Here's what's happening. MA has the following:
Range = 6
ROF = 8
AmmoUsage = 2
AmmoStore = 4
When forces with MA engage, their ability to fire is governed by ROF x AmmoUsage until the limit of their internal store is reached. Under those conditions, a max range of 6, and all other combat factors being equal, MA requires
96 internal ammo to fire every round. I actually did that, and the guns did fire every single round. Again, all other factors being equal, MA is firing twice at range 6, and then it runs out of ammo. Solutions (requiring editing of the .mdl files) are to reduce the ROF, reduce the ammo usage, increase ammo storage, or some combination of the three. HA, having the same issues as MA, will run out pretty quickly as well.
I'm actually kind of curious to see what we get in the patch.
