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Sean O'Connor's Games • View topic - 3.99f - what do you think of these changes?

3.99f - what do you think of these changes?

Real time World War II combat simulation

3.99f - what do you think of these changes?

Postby Sean OConnor » Fri Sep 30, 2005 9:06 pm

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Postby Guest » Fri Sep 30, 2005 10:16 pm

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3.99f Feedback

Postby Andy Brown » Sat Oct 01, 2005 2:26 am

1. New points system? Oh, I get it. Points are doubled for infantry only, multiplied by 1.5 for infantry heavy. HMG teams are still only 2 men?

2. Setup jerky scrolling seems well and truly fixed.

3. Fire graphics look good to me.

4. There's a small map generation bug where hedgerows lining roads extend across intersections and bridges.

5 Major Bug. When your commander is killed and you are asked if you want the 2ic to take over, the command radius is still traced from the location of the original (now dead) commander. Move any unit too far away from where he died and it blacklines. Worse, move what's left of the command team too far away from where the commander died and IT blacklines.

6 Question about suppression. Are men suppressed by enemy firing at them or by enemy firing in their vicinity? Reason for asking: I had an enemy squad in some buildings engaged by two of my squads and a couple of HMGs while a third squad went flanking at a perfect right angle. Text book situation. The flanking squad was nicely set up on the edge of the village but them refused to move. The enemy was firing heaps but mostly at the firebase to its front. The occasional shot came the flanking squad's way but nothing that I would have thought would have caused them too much grief, especially as they were guards.

(Ah, OK, Sov guards are REGULAR)

OK, the flanking squad did take some fire moving into position so I guess there may have been a bit of residual suppression to work off but they basically sat on their start line for about half-an-hour while the firebase used up all its ammo. I suspect the only reason they finally started their flanking assault was that the enemy squad eventually used up all of its ammo as well.

Now I'm not saying such events couldn't happen on a battlefield, although I can't help feeling that, in this case, the flanking squad provided more than enough justification for a bit of commissarial summary justice :) However, my understanding of how suppression works is clearly faulty and I was wondering if it could be clarified.

Also, I was wondering if my own friendly fire at the nearby enemy would have contributed to my flanking squad's suppression?

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Re: 3.99f Feedback

Postby Sean OConnor » Sat Oct 01, 2005 10:31 am

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Postby Sean OConnor » Sat Oct 01, 2005 10:32 am

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Postby Garnier » Sat Oct 01, 2005 8:42 pm

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Postby Andy Brown » Sun Oct 02, 2005 12:22 am

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Postby Sean OConnor » Sun Oct 02, 2005 7:13 am

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Postby Andy Brown » Sun Oct 02, 2005 10:06 am

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Postby Quitch » Sun Oct 02, 2005 11:25 am

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Further 3.99f Feedback

Postby Andy Brown » Sun Oct 02, 2005 11:21 pm

OK, so you still can't look around the battlefield after a campaign game. An automatic "Save Campaign" option would also be useful at the end of each campaign battle, before moving on to the next one.

Small Typo in the end-of-game summary: "Although your were up against [whatever] opposition". Should be "you"?

Small graphics glitch with the "Game is Paused" info box. It doesn't undraw when you click-and-hold to move it around.

Couple of points about snow terrain:

The new fire graphics become very hard to see, although this is somewhat compensated for by the bullet strikes being easier to see. I'm OK with it but others may not be.

The white squares that highlight members of the selected squad are almost impossible to see against the snow. Perhaps they should be drawn in some other colour for snow terrain?

Regards,

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Postby Sean OConnor » Tue Oct 04, 2005 7:39 am

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Postby Sean OConnor » Tue Oct 04, 2005 7:42 am

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Re: Further 3.99f Feedback

Postby Sean OConnor » Tue Oct 04, 2005 7:46 am

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sound advice

Postby zon » Thu Oct 06, 2005 1:12 am

Don't release anything officially without either adding sounds for various weapons or leaving the data open to point to modded/added sounds.

Also, those infantry sprites are the main thing holding back graphics right now. They ought to be replaced.

Bug: At times, weapon exposions come far, far away from the where the guns/tracers are pointing to.

Glitch: The effect of mortar shells going high in the air and coming down to the ground is achieved by moving the shell graphic across the screen and back 180 degrees. The illusion left is that the shell is going across enemy lines and being pushed back somehow, perhaps by the wind (like an unlucky golf ball), because the graphic doesn't getting large and smaller as if it is getting higher and then dropping.

Finally, on the enemy hidden/seen issue. How about a sliding scale control, like a realism scale, controlled by the user?

zon
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