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jonp

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Posts posted by jonp

  1. All,

    Can someone tell me if there is a way to tell units to blast a hedge and not move through?

    Can you actually order a blast command on the same side you are on and the game engine is smart enough to know to blast the hedges in front AND not go through?

    Thx,

    jonpfl

    Never mind, did a search

    Good to know

    Thx

  2. I have not played that many yet (2) and 2 underway.

    So far Cats vs Dogs seems to be best (although I have some concerns) but I would love to hear others and I can add them here.

    I have not played vs the computer and learning via PBEM and scenarios, not even done a quick Battle as I think I enjoy work that has been done by designers...

    Anyone else with recommendations of the best H2H Scenarios?

    Where do I get Cats vs Dogs?

    Thx

    jonpfl

  3. Any update on this problem? Because, honestly, this is a very annoying bug for me. In a dozen PBEMs so far about 1/5 of my savegames are not actually saved. I've even had it happen twice in a row. If you just wasted 20 minutes giving detailed orders to a force the size of a reinforced company plus support this is highly frustrating.

    :(

    I agree, it is VERY annoying and I hope they find a solution soon

    Win 7 64 bit here

    Thx

    jonpfl

  4. There is one fundamental difficulty with FOW wrt. enemy units:

    The actual 3D shapes determine hit and damage, and there is no 'fake' shape to show to the enemy.

    So if you spot an enemy, you can go close, and examine the 3D shape, and then discover its function by looking at its stuff.

    Not much point in hiding these details in the UI, when someone can get this information if he makes the effort to study the shape. At least not in two-player games.

    In solo-play a mod for the enemy icons me be helpful, but still one would be tempted to look at the details in the bottom panel when in a difficult spot.

    Correct me if I am wrong, but didn't they have generic block tanks in CM1 until you got close enough to ID them?

    Thx

    jonpfl

  5. Darn it, Simmox beat me to it...

    There are two columns of numbers on the left hand side of the screen when purchasing units. The first (left) column denotes the points value of the units and the second (right) column denotes the rarity value of the units. You will see that each unit has two numbers nect to it, the first (left) is the points value and the second (right) is the rarity value.

    The columns on the left hand side of the screen are then split into three rows. The first (top) is the amount of points you are allowed to spend in the scenario. The second (middle) is the amount of points you have spent already on units. And the third (bottom) is the amount of points remaining to be spent. This applies to both points value and rarity.

    So if you start with 1000 points for units and 1000 points of rarity you would see:

    1000 / 1000

    0 / 0

    1000 / 1000

    If you then purchased a Tiger for (at a guess) 500 points and 750 rarity points you would see.

    1000 / 1000

    500 / 750

    500 / 250

    As long as the BOTTOM numbers are both green, you may proceed with that currently chosen force. If one, or both, are red, then you have overspent and need to reduce the cost of your force.

    make sense?

    Yup, perfect sense now. Pretty slick way of Battlefront to handle it!

    I assume there is a way to turn rarity off in which case the 2nd column doesn't matter, right?

  6. yea thats right,both in the green

    you will notice units have 2 prices left hand price is actual cost,right hand side is rarity cost

    so lets say you have 1000 points to spend total and you have 500 rarity points,spend the points how you like,but choose units that wont put you over the rarity amount.

    an example might be 1 tiger may have a 500 point rarity value,so if you choose to have it,you must buy the rest of your units that have 0 rarity cost to make the remaining points

    How do you know how many points and rarity points you have? Are they seperate entities?

    I was thinking that a tiger might be 500 pts but with rarity turned on, it is actually 750 pts

    Are points to spend and rarity points different things?

    Thx

    jonpfl

  7. Yes they can dismount at the start of the turn. Select their icon and hit dismount, then give them a move order. They will jump out and go to where you have ordered.

    They will otherwise only dismount when their transport vehicle stops moving ie they can't dismount at intermediate waypoints.

    So, if I issue a move/quick/fast order to a unit in a vehicle, will it wait until it is done moving (assuming the vehicle is not moving but I am giving it a move order at the same time)?

    Basically, is there a difference between move/quick/fast vs dismount?

    Thx

    jonpfl

  8. left hand side is total plus any bonuses for attacker defender etc

    right hand column is the same but with a rarity restriction amount available

    so when purchasing too many high rarity units the amount will turn red once you exceed the limit and have to modify the selection

    depending on the rarity thats set prior to battle

    So, if rarity is set to standard, which number do I have to abide by and keep green?

  9. There were some threads about dismounting and giving orders so I thought I'd add this last one.

    If you select the vehicle itself or if you select the passengers, the Bail Out and Dismount buttons do different things.

    In case 1 below, both buttons are highlighted. You'll see this if the vehicle is carrying passengers.

    To disembark passengers only, select the PASSENGERS and hit dismount or bail out. They will execute this order at the start of the WEGO turn.

    With the VEHICLE selected, you can disembark only the PASSENGERS by hitting DISMOUNT. If you wish to bail both PASSENGERS and CREW hit BAIL OUT.

    Dismount.bmp

    In point 3 you can see both buttons are greyed out. This means whatever orders you place are "locked" so BE CAREFUL, the order cannot be reversed.

    With the crew or passengers given the order to bail, you can select the VEHICLE and give it a move order. This will be executed by the bailing crew when the turn starts. Similarly, give the passengers a move order and they will do it.

    Quick.bmp

    To dismount the passengers at the end of the turn, don't hit bail or dismount. Just give both vehicle and passengers move orders and when the vehicle does its move, the passengers will jump out and do theirs.

    Am I understanding this correctly?

    From what I have seen, passengers will only get out of a vehicle when it is DONE moving. Is there a way to get them to jump out of a vehicle BEFORE it starts moving?

    Thx

    jonpfl

  10. If you want the crew and passengers to leave the vehicle at the start of the turn and walk to a destination, select the vehicle, press dismount and issue move orders.

    If you want the passengers to leave the vehicle at the start of the turn and walk, and the vehicle to drive somewhere after the passengers have gone, select the passengers, press dismount, then issue move orders.

    If you want the passengers to leave the vehicle at the end of the vehicle's movement, issue move orders to both units, don't press dismount.

    If you want the passengers to leave the vehicle at a waypoint and have the vehicle keep moving after the passengers have dismounted, it can't be done. You'll just have to use pauses to have the vehicle arrive where you want the infantry to dismount as close to the end of the turn as you can.

    So, you can use dismount to get troops out of a vehicle before it starts moving BUT if you issue a move command, they will ride until the vehicle has completed all its orders?

    If you use dismount, do you have to use a pause command as well?

    Thx

    jonpfl

  11. All,

    If you order a halftrack to move, you cannot dismount until all movement orders have been executed by the halftrack, right?

    Is it possible to issue a pause command in the middle of the waypoints and the units will jump out?

    What about issuing a pause command before you start executing any orders, can your guys jump out?

    Or is it only possible to dismount at the end of ALL orders?

    Thx

    jonpfl

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