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Manx

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Everything posted by Manx

  1. Yeah, it would great to see new theatres added. Just like 1C's IL2 series, i hope TOW has a long life, improving with each release.
  2. Yeah, not sure whether changes have been made to the graphics, but to me, they seem a lot crisper and more detailed. I've been using the same gfx driver for some time now, so it ain't that.
  3. Thanks Matt! It's been a PITA having to wait, but cheers for getting it sorted asaypc.
  4. It is my understanding that TOW's tactical AI is mainly built around the scripting engine, and that something like a QBG mission would only contain a minimal amount of coding to set up a game - this side attacks rect 1, the other defends rect 1, with just the basic default AI actions associated within that sort of scenario. Some quite complexed tactical AI decisions can be simulated through the use of triggers and conditional statements. Things like: Group 1, faint a move towards point x, then switch to full assault towards point y, while Group 2 defends point z. Unit 1, attack point x, but withdraw to point y, defend and hold, if casualties > 50%. Unit 1, defend Unit 2, whilst Unit 2 moves to point x. the possiblities are limitless really. The Unit AI, other other hand, would (i imagine) have set game engine coding and the data files defining how they act and behave under certain conditions: how they react to coming under fire, how they respond to the enemy and the threats around them, how they pick up LOS/LOF and what they do when they get it, etc. etc. and so there is little we can do i guess, other than maybe change a few things within the files. I hope 1C will continue to work on Unit AI for some time. At this point i have made these conclusions - any mission will only be as good as the thought that has gone into it, how the author wants to portray the battle, and having the right scripting behind it to make it so.
  5. Manx

    Wish list

    Order of no importance set default stance of armour/infantry upon completion of movement orders larger maps more terrain types for cover and concealment. remove the "last man standing" wins, victory condition. Overall force morale, combat effectiveness? ability to set vehicle speeds. spotting of ALL units should be made more difficult, especially concealed AT's and infantry.
  6. Manx

    Must say..

    Now that we have the QBG, Map and Mission/Campaign Editors, i reckon this game already has enough about it to become a wargaming classic. I was one of probably many that were unsure of where TOW stood and the direction in which it would go after it's initial release. There was much to like about it, but also much that left you thinking "if only". Then again, can you ever hope to get EVERYTHING you wish for in a game. Hopefully the majority of our wishlist items will make it into any future patches and the addon, and if not, i firmly believe that 1C & BFC will greatly improve on what we already have. Bring on the addon, then TOW II !
  7. One thing i would like to see implemented in the Addon is the ability to assign keys to points of interest on the map. At the moment this feature is available through clicking on a message below the mini-map, but this gets clogged up with LOS/LOF items from any unit that comes close to the enemy, and so makes almost impossible to use effectively. Is this something that could be looked at?
  8. Manx

    Must say..

    4. Soldier default weapon choices should be re-examined (this may have been done in the uber patch, I haven't had the opportunity to check). In one test scenario I created, I hid 2-3 faust soldiers in bushes near a crossroads. I then scripted a Russian armored car to move towards the crossroads and the ambushing soldiers. In every play-through the soldiers opted to engage the armored car with their rifle or smg, giving away their position and ultimately getting wiped out. Even in situations where the car had moved into faust range, the soldiers would continue to bang away with their firearm (to no effect) and get slaughtered. I had to MANUALLY switch their weapons to the panzerfaust and then direct fire onto the armored car. Switching to the faust wasn't enough, as they would almost always immediately SWITCH BACK TO THE GUN. Ridiculous!? </font>
  9. Manx

    Must say..

    Not sure whether you want a howto of assigning groups, or just how i would use them? If it's the latter, i would mainly use groups during move to contact phases and then depending on how and what i've made contact with, adjust individual units according to the situation, i.e, get into cover, pull back, get LOS/LOF, etc. I find pressing the keys 1 to 10 much quicker than double clicking on a squad member to select them all. Just selecting any units and pressing CTRL-1-0 will assign those units to Groups 1-10. A quick CTRL-1-0 with no units selected will disband that group.
  10. It's much better IMHO, and the new LOS/LOF tool gives you everything you need to know about what you can/can't see/shoot at. Before this it was all guess work. [ January 30, 2008, 06:59 AM: Message edited by: Manx ]
  11. Manx

    Must say..

    I'm playing around with Groups at the moment and find them to be a very powerful way of controlling your forces. I try to arrange my assets into groups right from the start of a mission depending on what forces are arranged against me and how i want to plan out my attack/defence. I find this takes a lot of the micro-management out of the game, and allows me to move squads about very easily. You can always fine tune things down at an individual level once contact with the enemy is made. [ January 30, 2008, 06:31 AM: Message edited by: Manx ]
  12. I think this is how it works, Select the units you want in the Group and press CTRL-1. This will assign and "remember" the Units to Group 1. You can add other units to Group 1 later by keying SHIFT-1. To "delete" Group 1 you will need to key CTRL-1 again with the new selected units to erase the previous group 1 from memory. Pressing 1 should now select your new units.
  13. Map Editor docs are already there. Look in the docs folder (there should be a shortcut to it from your TOW start menu. Only had a short play with it so far, but ALT-L puts you in landscape mode.
  14. I few other details - I patched from 1.3.0.56 to "uber" (i don't have JSH installed) and i have a Nvidia 7900GS gfx card.
  15. Thanks to everyone at 1C & Battlefront for the time & effort you have put into this patch. Your devotion to this game is appreciated. Now where is it!
  16. Things are definately looking up around here!
  17. Nice Webwing! Thanks again for sharing your knowledge.
  18. Matt, Any further news on the Battle Generator?
  19. "The Song" is alright, but a little cowbell here and there could have turned was is an acceptable theme track, into a great one.
  20. Okay, next step. Could someone from 1C (Sneaksie?) please tell us all the faults that BFC found in the latest build to delay it, and then please let us know whether these are quickly and easily fixed or not.
  21. Thanks rune: that's all i wanted to know.
  22. Yeah, these were announced and shown a few months back. We really need enterable buildings before this game can start to be taken seriously.
  23. Looks great! Thanks for the taking the time and effort to make it.
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