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Holman

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Posts posted by Holman

  1. In WEGO play, that continuous Pause isn't useful for much except perhaps "pre-programming" some orders that you will then release at a later time (by deleting the pause). This could be useful for giving identical orders to large number of units but then manually staggering their execution over a span longer than 90 seconds.

  2. Has BTS said anything about future plans for this game line?

    It would be interesting to see it develop into a Third World War in Europe, with the armies of NATO nations and others drawn in. I could even see a whole module dedicated to depicting terrain (both countryside and urban) and unit capabilities degraded by the effects of limited nuclear exchange. (Perhaps that's a grimmer place than they want to go...)

  3. Great!

    What's about Eastern Ukraine rebels? )

    I suspect that BTS is crafting a backstory that isn't directly based on the present crisis. They've hinted all along that they're not interested in exploiting current headlines. (The game has been in development since long before Kiev split with Moscow.)

    All the same, we might see irregular forces in a module later.

  4. Just my 2 cents. I like "Casualty" displayed as it gives just due to KIAs and how it will/can impact your force.

    Followed instructions you posted and inserted correct text in the "strings.text" file but it nullified Vin's mod completely. I'll keep trying to get it to work.

    Hmmm. I just followed my steps and it worked for me.

  5. I love Vin's animated text, but I still want to make casualties stand out more. I learned this trick (I'm sorry, I forget where!) for making it better:

    Vin's Animated Text changes the word "Casualty" to a cross both on the left-hand soldier state display and on the weapon slot panel.

    To change the cross to the word "+Casualty+" (or whatever you like) while keeping the rest of Vin's great mod, you need to replace text in "strings.txt".

    The entry to change in "strings.text" in Vin's Animated Text is the item right after "Routing" under "Soldier State Display". It looks like a superscript 23.

    Change this:

    <E>²³

    to this:

    <E>+Casualty+

    Now the weapon icons for casualties are almost completely obscured by the red "+casualty+" word. You can still see who they were (or what they carried, anyway), but you get a more immediate visual sense of who's left in the unit.

  6. At the micro level, allowing tank riding is more realistic, not less. Men could ride on tanks. Depending on the use of course, it can become very unrealistic--like pretty much anything in the game that the player is in charge of. But used realistically and well, and they can add a lot of enjoyment and yes, realism, to the game. CMBO had them. ASL allows them after 1943 for all nationalities. We should have them, too.

    Maybe the thing to do is to allow Western infantry units to refuse to ride tanks when within range of known or suspected enemy units. When ordered to board a tank under those conditions, the infantry must pass a "mount check." If they fail (and better-trained units are *more* likely to fail this check), they refuse to board and they immediately become "shaken" because they've realized that their officers are reckless amateurs.

    We're talking realism, after all...

  7. SOP for the tank making the hit, or SOP for the tank being hit?

    You do realize what I'm talking about is an AI bracket of something probably less than five seconds???

    Why would you pop smoke and displace when you're the tank that's made the hit and just about to squeeze off another round into a target you've got dialed in?

    The issue here is the gunner standing down and not firing at a known target in a known position seconds after smoke, or some other miscellaneous factor intervenes, rather than firing where the tank was 2 seconds ago.

    I'm talking about the tank that has been hit (or almost hit) and pops smoke.

    SOP would be for the tank to pop the smoke and move (usually backing up) immediately, vacating the spot where the enemy knows him to be. Otherwise there's no point to using smoke at all, as it obviously provides zero cover. A good enemy gunner might be able to fire off another round in five or ten seconds, but an average tank driver can pull out in less time than that.

    The AI not firing at the now-obscured last-known location reflects the gunner's assumption that, since the target popped smoke, he has displaced and is no longer in that location.

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