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Reichenberg

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Everything posted by Reichenberg

  1. Sneaksie, thanks for sharing the info about the Russian demo of ToW2.... Uwe
  2. Battlefront and 1c stated both that infantry will be able to enter buildings in ToW2. You can can see it too on some screenshots. Uwe
  3. IIRC you are guessing right. Moon and Sneaksie stated before that the CPU is the limiting factor for fps - not the GPU. Try to put the graphic settings on "low" or on "high". If there is no significant chance in fps it is the cpu thats limiting it. If there is a major increase when using "low" settings, then your GPU is the limitation. Depending on the mission and the action going on I always had 10 - 20 fps, but on "high" setting on a AMD X2 4600. Uwe
  4. As Moon has stated a while ago, gamesabyss has now published their article together with a short interview with David Philippov. Here is the link: http://www.gamesabyss.com/index.php/previews/18-pc/329-theatre-of-war-2-africa-1943-unveiling Unfortunately there is not so much new info included.... But thats not a bad thing after all as long as one is satisfied with the improvements to the original game: Fights inside buildings, smoke screens and improved visibility and shooting system. Now let's see how it turns out to play. Not a word on a release date :confused: Not even a "when its done".... Uwe
  5. ToW2 does not cover a battle like Tobruk. See the FAQ: AFAIK there was no major city fighting during that time. Now one can speculate that caused by the limitations of the ToW engine, that maybe (who knows) can not portrait city fighting in multi story buildings or large city areas, they limited the time frame... Uwe
  6. Reading about the game features on the web site..... whoever wrote them had the community complains about ToW1 in mind. Most of the big issues seem to be addressed - and hopefully successful!! All the best and looking forward to be a happy ToW2 player..... Uwe
  7. You can find the most missions on www.cmmods.com. You have to sign up for it - but that is the only drawback. Uwe
  8. That's a really cheesy way of showing off how amazing your skill is Uwe
  9. Stoppelhopser - my mistake!! It was not JSH that was the problem, it was rofls original blue icon mod. It is already so long ago .... 4,5 months. Uwe
  10. I had the same problem with the LoS tool after installing the Uberpatch to the Battlefront version of the game a few months ago. The issue was that I had the JSH mod installed before and the colour change of the LoS-arrow was not active because the according file was already overwritten by the JSH mod. After removing the JSH mod and reinstalling of the Uberpatch everything worked out fine. Check out this thread about it Uwe
  11. Thanks for the info Martin. Uwe
  12. Sneaksie mentioned that in Russia it will be ToW II. For the rest of the world it is not decided yet if it will be ToW II, an add-on or whatever..... Depending on the publishers opinion. So far we do not even know if this one will be published under the guidance of Battlefront or if somebody else will be responsible for it. That nobody from Battlefront has posted anything to this "ToW II" news could be a hint for ongoing discussions between Battlefront and 1c - or that they another publisher will publish it... who knows. Uwe
  13. In the last 1:28 I saw infantry enter buildings and I saw smoke shells - so far so good... "Available in Q4 2008" that means in a year from now If it does everything ToW does plus smoke and enterable buildings - than count me in for it! Uwe
  14. fil, the pics look very impressive. Any more news for us what improvements we will see?? Enterable buildings? Smoke grenades and smoke screens? Micromanagement 'helpers'? Cover in grass? Friendly and enemy AI improvements? . . . Uwe
  15. Good find Tartari!! Any idea when this one will be out?? On the link I can just read 2008.... anything more specific would be welcome Sneaksie, can you give us an overview what improvements are in the add-on for sure - and maybe which ones are planned to be put in?? Uwe
  16. As much as I am with you folks..... I hope before having a grand campaign in ToW 1) the Tac-AI is improved to reduce micro management of individual soldiers (weapon scrounging, behaviour under fire...) - or at least have it optional for the people who like it. 2) the Tac-AI is improved to get rid of the too predominant scripting in mission design. 3) buildings will be enterable for infantry. With all that in ToW included, I am all for the grand campaign, preferably with a strategic layer of gameplay included ala CC. Uwe
  17. Not that I could be of any help when it comes to scripting such a trigger, but I think such a trigger would be incredible for missions with a very (let's say) asymetric force availability with you starting only with some scout cars and light infantry but during the mission heavier equipement is necessary. You can start and use your reconnaissance units in a realistic way and not for fighting superior forces. Your goal is to push through light defences, if possible, but wait for reinforcements once you come along stronger enemies - And at the end it is your choice to decide when to attack.... Now it is not Thanks for your answer! Maybe Sneaksie can comment if it is possible to have such a trigger (easier to script) in the add-on?? It would be a decent work-around a short coming of ToW. Uwe
  18. First off all I have not played this certain scenario yet - therefore I can not comment on it specifically. Just a general comment about "such" force compositions. When you think of an advance like the Russians or Western Allies in 44/45 or the Germans early in the war, there always was a point where the first recon or combat units stumbled across an enemy that had battlefield superiority in a certain situation. Therefore I am all with Nikki Monds comment about the force composition. These situations are from my point of view the interesting ones for a game like ToW (and CM that had very similar situations).....there would be nothing more boring than advancing with 15 T34/85 and 12 infantry platoons towards a German frontline held by 4 worn out infantry platoons and one assault gun. (What would probably be correct for 90% of all historical cases.) But now I think one of the short comings of ToW mission design comes onto play - as mentioned by Sfox28: In a situation with way superior defending forces the attacking force would most likely withdraw, wait for additional forces and try to attack with at least a chance of success. In ToW we are forced to "waste" our first wave of troops to switch the according trigger to get additional forces - and that is outright stupid, bad and frustrating. As somebody who has no experience whatsoever with modding ToW I want to ask all the modders out there: Is it possible to have a trigger that gives you additional forces once your own force saw the majority of the defending force e.g. 4 out of 6 King Tigers?? With a trigger like this missions could be way more historicly accurate and scouting could be on a way more useful level in ToW..... Uwe
  19. I am running ToW with ~15-20fps (resolution of 1280x1024) and all settings on max on the follwoing machine: AMD X2 4600 ATI X1950PRO (256MB) 2GB Ram Windows Vista Home Premium For an RTS this seems to be satisfactory for me. Uwe
  20. 1. AI improvements Friendly: Make soldiers with ammunition and soldier with the according weapon stay together; automate ammunition and weapon pick-up with priority for "certain" weapons; soldiers should pick a weapon to shoot where they have the possibility to kill the target - or stay put (with expection when panicking); soldiers should look for cover when shot at; pathfinding improvements with tanks trying to avoid knocking down trees. Enemy (easy): Get rid of the scripting!! 2. Solve surrender issues and avoid fighting to the last man 3. Dynamic campaign system For me a strategic map is NOT a must, but a campaign like e.g. Steel Panthers would be great. 4. MP-campaign Having the option to play a dynamic MP campaign would be mind blowing!!!! Uwe
  21. Have you started ToW.exe as admin?? (right click on icon...) What is your OS?? Uwe
  22. Thanks rofl - your mod is well appreciated! Uwe
  23. DeLaVega, just for you and your movie making I urge Sneaksie for including the nurses in the add-on. Bring them back in after you had removed them early in development - just for the movies and giving a whole new layer of drama and opportunities Uwe
  24. Considering where the game actually came from (back in 2002/2003) I think it is obvious that the game heads into the right direction. A lot of the problems that ToW still had after the first release where IMHO caused by that needed shift in game preference. Was the game playable for me before the patch?? Yes, but I had to adjust my playing style quite significantly to cope with the weaknesses of the game. Fun, but had the potential for frustration now and then. (e.g. LoS/LoF issues, level of micromanagement, game limitations, modability and replayability, AI issues(friendly and enemy)...) Now the patch has improved in quite a few fields and moved my gaming experience towards the fun side (LoS issues reduced through visualisation, others like 360° vision of tanks and no concealment of grass still there; modability and replayability significantly improved; level of micromanagement, game limitations and AI issues more or less unchanged - at least the significant ones for me). Is ToW the perfect game that meets all my expectations?? No way, but until I have enough money to buy my own gaming company....this will probably never happen with any game in the future. Do I see more potential in that piece of software we have in front of us here?? Oh yes I do - and from the announcements I have heard so far from 1C and Battlefront for the add-on I guess quite a bit of this potential will be unveiled there (e.g. enterable buildings, smoke, concealment in grass, less micromanagement because of smarter friendly AI, scenario ending issues...). After an add-on release there will be more issues (not to say problems here) that have to wait for a ToW II (no final list out yet, just wishes for a ToW II like a dynamic style campaign). To come to a subjective conclusion for me: Yes, for me the money for ToW was worth it. The patch improved it and if an add-on will come out I will go and buy it. Depending on the stage ToW has reached by then I assume I would be in for a ToW II - as long as it will stay WWII and will be evolutionary to ToW. Because I defintely like the direction we are heading to with ToW at the moment. So, I am voting with my wallet for the add-on and ToW II!! Uwe
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