3.99f - what do you think of these changes?

Real time World War II combat simulation
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Sean OConnor
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Re: sound advice

Post by Sean OConnor » Thu Oct 06, 2005 8:59 am

zon wrote: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.


Yes, I totally agree with you there Zon. All of the infantry/tank sprite graphics and the sounds are being worked on right now and it's the main reason I haven't called any of the versions 4.0 yet as the game will look so different when the graphics are changed.

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


Do they happen in front or behind where the tracer is? There was a bug where the tracer would go too far, but that's been fixed.

zon wrote: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.


I'll try adding a shadow to the mortar round and that might make it clearer. It looks odd as the world is actually titled a few degrees forwards (that's why you can see the front of a house). If youwere looking directly downwards a mortar round would appear to just travel very slowly straight across the game board and would look very strange.

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


I'm not keen to do this as it would massively affect the gameplay.

Quitch
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Post by Quitch » Thu Oct 06, 2005 9:11 pm

Bug in 3.99g: Tank destroyed house with one of my Russian men in it. He made no noise as he died and didn't appear as dead in the squad screen. I had the squad selected when he died. After I change my selection I got the poppy for him.

Not so keen on the new shooting graphics. Sure, they look nicer, but it's twenty times harder to tell what's going on. A serious case of form over function IMO.

Quitch
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Post by Quitch » Thu Oct 06, 2005 9:54 pm

I just won a very confused battle, first of the Russian campaign. I shouldn't have won, but I feel proud for doing so :)

Image

That was the sight half way through. I'd taken out two of the four German tanks, but it had cost me both guns. My paratroopers has been deployed to the houses on either side of the map, but the AI has gone for the centre (it really needs to be a little more imaginative in its deployment... I suspect it uses the same setup technique it does for you). The AI tried to storm the objective a couple of times, but my flamethrower team toasted four or five men and a tank (one of their two losses)

I help up in the left buildings and swung in my troops from the right. The Germans continued to charge so I trapped them in the middle, where they started to mill about like chickens when they should have pressed on. Using mortars to pin them I hit them with artillery. Eventually they were supressed in the middle, but I couldn't really encourage my troops to close in to finish them (the rifles of squad four refused to move from Silver hill - the one just North of the picture - for most of the game, despite being under zero fire). In the end I was running low on ammo and expecting to lose when suddenly I won. I can only assume they ran out of ammo.

The Germans had four tanks, two I destroyed and two just plain disappeared half-way through the game. They were firing and shelling... then nothing. I assume they ran out of ammo, but why didn't they storm the objective?

The AI needs a better memory. In woods a flamethrower team is king. It needed to know they were there once they killed stuff and then to do something about them, say an artillery barrage before the charge. The AI also needs to deal with troops on its flanks before marching on. I kept them pinned in like that for half the game of 33 minutes.

In the end they lost 32 men, had 12 wounded, 2 captured and lost two tanks. 37 survived.

I lost 17, had 1 wounded, lost one gun (but both crews... can a crew without a gun man a gun without a crew? Bet they can't, but they should!) 15 survived and I captured 2.

Looking forward to being able to browse the battle afterwards, I wanted to know where all his guys were!

Mortar teams don't seem to have any guns... they really should, I don't think anyone in the army lacked for a personal sidearm did they? Okay, the Russians were low on guns, but wasn't that when they sent in the conscripts?

I'd like a way of getting a battle code for campaign battles so I can refight them later.

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Post by Quitch » Thu Oct 06, 2005 10:17 pm

Bug: Flamethrower (not assistant) doesn't show up in the detailed stats screen, only a pink backwards L of some sort.

I'm sure we should stop AT guns firing on infantry, I'm sure it's just serving to give away their position and get the crew massacred.

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Post by Quitch » Thu Oct 06, 2005 11:10 pm

Sometimes troops look half in and half out of a building and you're left wondering which it is...

Ran into a Panzer IIIj and IVf, neither of which are detailed in the help.



I may have found where those tanks went. I just saw a German tank, firing all its guns at my men, rocket off the bottom of the screen... it wasn't driven off, nothing was firing at it.

You see houses destroyed even without LOS... rather gives away tank movements.

Image

The two gun crew in the river seem to be stuck. They've been vibrating for the last five minutes.

My anti-tank gun in the house is wasting supressed infantry, yet I've never had an HMG get many kills at all. Is that right??

There's no way to see how many kills your artillery got during the course of a mission.

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Garnier
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Post by Garnier » Fri Oct 07, 2005 5:28 pm

the infantry sprites are going to be changed?

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Sean OConnor
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Post by Sean OConnor » Fri Oct 07, 2005 5:43 pm

Garnier wrote:the infantry sprites are going to be changed?


Yes!

Quitch
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Post by Quitch » Fri Oct 07, 2005 7:47 pm

Men often lie under the eves of a house, but not actually inside it (as can be seen from their LOF and the number killed by artillery and mortars). It's very annoying.

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Post by Quitch » Fri Oct 07, 2005 8:29 pm

Looking around at the end of a campaign battle works it seems.

I'm not sure I like knowing whether tanks, infantry or a mix are going to hit me. Makes it too easy.

Just played a defence where I picked way too much AT, three guns and the enemy had only a single tank. I had an HMG (taken out quickly), my guns (one destroyed, the crew of another driven off, the third operated by a single, brave, wounded soldier) and a paratroop squad. I had a flamethrower squad on the objective.

I lost half my force (10 of 20) and the enemy lost 35 of 75, yet this was enough for me to win. Looking afterwards I saw the enemy streaming away in droves, yet a single big push on the objective (which had only the flamethrower) would likely have won him the game. I couldn't understand why he retreated, and I can only guess that at about 50% casualties it decided to call it a day, most taken I'm betting due to him bunching up his troops on a hill where I pinned him and brought in artillery strikes (I amaze myself with my tactical genius sometimes ;))

The only difficulty available in battles is Unknown. Intentional?

British infantry and paras appear identical, except in cost. Morale differences?

The Firefly appears to be the best British tank, but it is only the third most expensive.

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Post by Quitch » Sat Oct 08, 2005 12:02 am

When the enemy dispositions are revealed to you at the end of a battle, does that include bodies which you couldn't see before?

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Sean OConnor
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Post by Sean OConnor » Sat Oct 08, 2005 11:10 am

Quitch wrote:When the enemy dispositions are revealed to you at the end of a battle, does that include bodies which you couldn't see before?


Yes, it should do.

Quitch
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Post by Quitch » Sat Oct 08, 2005 6:39 pm

Enemy tanks are definately driving off the bottom of the screen while on attack BTW. I keep seeing tank forces go rocketing by me.

Andy Brown
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Post by Andy Brown » Sat Oct 08, 2005 11:42 pm

Quitch wrote:Enemy tanks are definately driving off the bottom of the screen while on attack BTW. I keep seeing tank forces go rocketing by me.


I had that happen to me while I was on attack. Defending enemy tank drove off the top of the map. Very pleased it happened, I was. I thought it might have been a morale effect.

Andy

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Post by Quitch » Sun Oct 09, 2005 10:11 pm

I'd like an Unknown option for Units... knowing what the enemy is going to throw at you makes defence really easy.

The Valentine is available to the Russians... surely wrong?

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Post by Quitch » Sun Oct 09, 2005 10:42 pm

Which hill is higher? Wrong, Grimes is twice the height of Rainbow.

Image

If you're killed in a game and choose End Campaign you're not shown the enemy troop dispositions.

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