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Sean O'Connor's Games • View topic - The latest version is 3.0

The latest version is 3.0

Real time World War II combat simulation

Postby Sean OConnor » Fri Aug 19, 2005 9:25 am

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Postby Quitch » Tue Aug 23, 2005 7:34 pm

I prefer the no flag system. A squad of infantry often seems like an army :)
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Postby Andy » Wed Oct 12, 2005 12:58 pm

whens version 4 due??? any time near or are there gonna be a few more 3.99's yet to come?
________
Last edited by Andy on Sat Feb 05, 2011 1:36 am, edited 1 time in total.
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Postby Sean OConnor » Wed Oct 12, 2005 5:17 pm

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Postby Garnier » Wed Oct 12, 2005 5:37 pm

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Postby Andy Brown » Wed Oct 12, 2005 9:22 pm

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Postby Quitch » Wed Oct 12, 2005 10:25 pm

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Postby Sean OConnor » Thu Oct 13, 2005 7:00 am

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Postby Quitch » Thu Oct 13, 2005 5:41 pm

Also, do infantry have better vision than tanks and guns? It seems so to me, and I've got in the habit of putting out a screen of infantry to spot for the guns... but I want to make sure it's not all in my head :)
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Postby Sean OConnor » Fri Oct 14, 2005 8:41 am

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Postby Andy » Wed Oct 19, 2005 12:12 pm

i can understand tanks having naff vision, especially when the commander 'puts his hat on' so to speak, but wouldnt the FGs have a set of bins for themselves? is the vision graded to account for this or is it just assumed that everyones concentrating on reloading and aiming, whilst one guy pops his head up to see where the tanks are. also have you taken into accunt the big shield type thing that i believe is quite common for FGs to have, so for things like the odd shot hitting the armour they wouldnt really be too bothered and would continue to shoot??
________
Last edited by Andy on Sat Feb 05, 2011 1:36 am, edited 1 time in total.
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Postby Quitch » Wed Oct 19, 2005 12:17 pm

Should this game allow tanks LOS to vary with the AI deciding when to "pop the hatch" as it were?
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