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Sneaksie

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Everything posted by Sneaksie

  1. There are much more units in campaign missions than in generated ones, that is the likely reason. BTW, is the 'keep corpses' option is on?
  2. Note that there are two different Maxim and DShK variants, second one is set higher on some ammo boxes. Buy the second one to set them up inside the bunkers:) About the gun pits - look at the gun positions before starting the battle itself. Deeper ones are intented for taller guns like ZiS-3, not the 45mm. There are shallower pits for smaller guns too.
  3. No, this is not implemented. Have fun!
  4. This is a so called false positive. Set an exception to leave the file alone. These files are the part of eLicense copy protection, you won't be able to launch editors or configuration program without them.
  5. First step is to update the autoupdater (sorry the pun ). It's optional, but highly recommended for future updates: Download and unzip this small 68Kb archive (http://www.1cpublishing.eu/tow2/AutoUpdater.zip) to game folder, overwriting existing files. Second step: Just run the game or autoupdater itself and click the 'Update' button. It will download the 1.2.4 patch and install it in silent mode. Wait for the install to finish and verify that it was successful by clicking 'Play' and checking the game version number in main menu. 1.2.4 Changes: ======================== - Recon unit crews (Sdkfz. 222, Sdkfz. 232, BA-64) and scouts now have 50-100 Scouting skill - Difference in visibility and audibility between silent and firing units increased - Soldiers shouldn't throw grenades if there are friendlies near the target, running from a grenade is prioritized - Visibility recaclulation delay decreased - Unit with 'Hold fire' mode turned on won't engage the enemy on it's own, but will fire at the target assigned manually by you - A couple of AI errors were found and fixed - Soldiers with automatic weapons now fire in shorter bursts - Player soldiers wouldn't constantly man an empty gun in generated scenarios In addition, the patch contains the user manual in PDF format. Use the shortcut or double-click the file directly to read it.
  6. Confirmed. To avoid this problem, run the autoupdater.exe instead of Kursk1943.exe (the game shortcut will be changed accordingly in the patch).
  7. You mean soldiers constantly manning the gun in generated mission? This is fixed in the upcoming patch.
  8. Hmm, when you save a game, for exmaple, is it being saved actually? This may be another write access problem.
  9. These two battles from thу demo are, in fact, part of the campaigns.
  10. Paulverisor64 Pay attention: there are two buttons in generator - one creates scenario, saves and then launches it, while another just creates and saves it for future use.
  11. There are no stock single battles just like in Africa 1943; scenarios made by you will appear in this menu.
  12. It will be available soon (today or tomorrow) and alter initial unit scounting skills, AI delays and improve AI in general. Older save games won't be compatible with it so you may wait for it to begin the campaign. You can use this time to practice in generated scenarios or in skirmish against AI bots (create an MP game with AIs).
  13. It may happen if the small gun like 45mm is positioned in a gun pit intended for a larger and taller one like 76mm ZiS-3. It's best to check positions of your guns and their fire sectors before starting the battle.
  14. Well, it's best to play and see for yourself... when i played MP, defending against the AI, i lost more times than won (attacker has larger force). It's agressive. If it's you who attacks, AI may be passive, but suddenly react in agressive counterattack. After all, i'd say that MP against AI is similar to Africa's, but with new features, units, terrain and, of course, different tactics because of this.
  15. What do you mean by 'trouble triggering'? New MP mode (control of one or several locations) appeared in Africa. In Kursk MP, you can call for reinforcements, air and artillery support just like in the singleplayer.
  16. If you couldn't select some scenarios in MP, it means they weren't suited for the settings you chose. For example, you set a 4 player game and 2-player maps became unavailable. In addition, try to select various mp modes on the left - some scenarios were made for attack/defend mode and some for others.
  17. Make sure that the AI is your enemy (it belongs to another alliance). For example, set up a 4 player game and add 3 AIs - one allied and two hostile.
  18. Go to MP menu and create a server (choose 4 players for example). You'll see the game setup window with you in the players list and 3 vacant places. You can either disable each player, wait for someone to connect to you or choose AI player from drop-down menu. This way, you can play MP game yourself with up to 7 AIs (both enemy and friendly) or any combination of human players and AIs. It's best to play over LAN because you need to have an external IP so players over the world would see your server in the Internet. Read the multiplayer configuration readme in the game folder. Most player in Russia use Hamachi to play over the Internet without external IP (only the hoster needs it though).
  19. Coop is possible of course. Set up a multiplayer game with you and your friend(s) in one team and AIs in another, thats all.
  20. If soldiers from scout squad had no scouting skill, chances are they were all novices. Try to create another mission in generator, but set unit experience to veteran for example.
  21. Well, you can turn on tactical map mode (one of the top left buttons) and zoom out maximally, then take a screenshot. It's the same in the demo and in the full version.
  22. Try this fix, the initial Kalypso patch copy protection check fails on some systems: ftp://ftp.1cpublishing.eu/Theatre_of_War/ToW.exe
  23. Fixed:) But you'll see this change in TOW2:Africa only if a new patch will be released:)
  24. Sbeitla? Yes, it's tough, perhaps too tough. I would leave 3 howitzers and sell the rest. Take 2 Lees, M10 and Sherman or Stuart if you have enough points. Position M10 with the best gunner far away in the rear as possible with a clear FOV at the far ravine where several PzIV will appear during 2nd or 3rd wave. Position 2 Lees to face the initial attack and they should slaughter the attackers, but they should be covered by houses from the far ravine at the left covered by M10 (or they'll be shot from this side really quickly where enemy tanks appear there). Send Stuart or Sherman if any to the lowlands to surprise the Germans that will be crossing the river by flanking shots (if they take that hill your allies are holding, they'll call Stukas and all will end really quickly). Take command squads, they have one bazooka (put those AT soldiers into front trench). Position one of the howitzers in the dug-out positions on your left flank, immediately after battle start order it to load HE ammo and then ground-attack the spot after river crossing, it's barrage should inflict heavy casualties on German shutzen trying to storm that allied hill. Some things in this mission are random. If i recall correctly, time until reinforces arrive may be 7 or 9 minutes, one of the enemy groups may take the lowlands pass to appear at your rear (kiss this Wolverine goodbye then), reinforcements quality may wary. As last resort, you always can turn the 'disregard campaign loss' option in game settings on, take expendable troops into this battle and face the defeat to win another day:).
  25. Of course 'British' army is correct and 'English' is not, but i didn't know it was named incorrectly in the ToW generator. Where - when you choose your side and units?
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