It doesnt matter how they look the most important thing is that they are simple to use.
if you need to make 1-3 squads, then your system is working fine, if you need something around 5-10 sqs both yours and Excel well but if necessary to make 100+ sqs as in the game, then yours not good at all. Since it needed a terrible labor intensity. If you do the somthing a little harder than fighting a battle for the forester's hut, it is unacceptable.
As a result, in the game it never will be - the developers do not have a second life in the reserve to manually make the squads from soldiers.
Not to mention all the other disadvantages: a fixed states, not an opportunity to diversify the hvy weapons and ammunition, making losses and so on. What is now done fully automatically.
It can create as many squads as you want if it contains all available soldiers.For example: make a squad with 6 soldiers and one MG42, then make an infantry command squad, create a new platoon with 6 of those MG42 squads and one inf. command squad and you get one HMG platoon.The spawner can also be different(example):
As I said the game is not working with squad, the minimum unit - a platoon. It makes no sense to make it from individual soldiers, it is counterproductive.
Likewise, it makes no sense to place them in 3D in an editor, it's a longtime and uncomfortable, leading to unnecessary loss of game productivity due to the impossibility of effective caching.
I asked if it is possible for a user to change the layout.Can I mod it and make it like in my screenshot in previous post?Can a user access the code where it is defined and change it?
Yes, it's always possible to do through mod tools.
No access to code for users of course (do not see any reason why it can be useful), but the configuration files can be changed.
If you can make the option to place units anywhere not relying on the nodes then we dont need any other pre-defined layouts.
Of course no. We will not to do this for obvious reasons. But some layouts its a good idea.
If you cant make it then at least let the user make his own node layout.
No, only predefined
It is in the engine already you can add,delete,rotate nodes in the operation editor so I believe you can do it in the QB editor as well.
Yes, there it is largely justified.
More options are always a nice things.
More options are always a _bad_ things.
They must be checked and maintained in good working condition, need to watch that they do not interfere with each other and do not give rise non predicted combinations.
And in Mius we strongly reducing them.
Also will there be a map editor in Mius or it is a proprietary thing?
As in previous games in the series (SABOW/GTOS) - it is open to everyone who is able to combine 8x8km wide height map in WGS 84 with detail maps in a cylindrical transverse Mercator projection, and convert the result in two flat images.