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Sneaksie

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Everything posted by Sneaksie

  1. This may happen if you did not give any battlegroups to enemy or yourself while creating the campaign.
  2. http://www.cyberstratege.com/magazine/blog/2011/04/29/concours-tow-3-korea/
  3. Crash after inverting the mouse wheel is definitely caused by game not having access rights, try running it using the 'Run as Administrator' context menu option.
  4. If you have Kursk as well, there is Map_Editor.mht file containing instructions (i'm not sure there is map editor manual in Korea).
  5. To change the placement of static objects like houses and alter the map itself use Map Editor (Builder.exe). You can copy houses and place them somewhere else, there is no way to copy an entire village or a hill. To create a hill, use the landscape tool to morph landscape.
  6. Uncheck the 'Historical units set' option for now.
  7. I doubt you'll find many games using 8 or even 4 cores. Currently CPUs have more and more cores while software that can use them lags behind. The only examples that come to mind are video encoding and specialized programs. ToW games use up to 2 cores; if your CPU utilizes 4 cores while playing them it's good to hear, it means it distributes the load automatically to some extent.
  8. If you are experiencing pathfinding problems, can you describe what are you exactly doing to get 'LSD pathfinding' step by step? Developers try to reproduce this error but the game works normally. Please provide a save and instructions like this: 1. Start the game 2. Load the save 3. Give some orders 3. Load the save again - pathfinding is broken now Something like that?
  9. Russian players use Hamachi for all ToW games (and voice chat during battle). There is also a Hamachi server in Steam ToW group (http://steamcommunity.com/groups/Theatre_of_war/announcements/detail/1135103406846188779).
  10. The Polish campaign is the hardest in entire series, so i suggest from easy to hard: ToW1 - Liberation of Belorussia, Panzer Lehr (Battle of Normandy), French, Allied, German, Russian, Battle of Moscow Africa - Qualitative superiority scenario (fun), Commander of a Stuart (short campaign with one tank only), Centauro, US (last mission is hard), German Kursk - Caen, Russian, German
  11. F12 key takes screenshots. Some of the paths in the game are accessible by infantry only.
  12. Instant win happens if you don't give enemy (or both you and enemy) any battlegoups or initial provinces while creating a campaign.
  13. Terrain type (road, grass, ...) affects movement speed (first number) and probability of getting bogged down (second number): SpeedGround 0.8 SpeedAsphalt 1.0 SpeedSand 0.7 SpeedSandroad 1.0 SpeedSnow 0.5 SpeedSnowroad 1.0 SpeedField 0.6 SpeedTillage 0.4 0.01 SpeedGrass 0.7 SpeedClay 0.7 SpeedROCK 0.7 0.01 SpeedWATER 0.3 0.05 SpeedSKY 1.0 SpeedSTEEL 1.0 SpeedBRICK 1.0 SpeedCONCRETE 1.0 SpeedWOOD 1.0 SpeedEQUIPMENT 1.0 SpeedGASOLINE 1.0 SpeedBODY 1.0 SpeedGLASS 1.0 SpeedLOAM 1.0 SpeedFABRIC 1.0 SpeedSTONE 1.0 SpeedBOARD 1.0 SpeedSWAMP 0.3 0.05 These values are for wheeled vehicles, other unit type have similar terrain lists. Do you have an impression that pathfinding works fine immediately after launching the game and starting a mission and worsens after loading a save game or starting another mission?
  14. You should edit these files using Mission Editor (MissionEditor\Editor.exe). Run it, left-click Templates menu and then Load Army Template, choose an XML file from Generator\CAMPAIGNS\USA folder (or PRK folder). Edit army pool using the list on the right as you see fit (placement of these units on the empty map doesn't mean anything in case of Army template). Make sure to use Save Army Template command to save your changes.
  15. I recall someone on Steam forums had problems with a 6-core AMD CPU, setting the game process (Korea.bin) affinity to 2 cores helped.
  16. Yes, it should give no IS-2 tanks by default, i guess reserve tanks are not affected by this. Did you have IS-2 while playing with this option turned on?
  17. The historical battlegroups option removes IS-2 tanks from NKA if checked since only Chinese had them in this war (and there are no Chinese troops in the game), otherwise all is the same. Looks like both internal and external testing teams played happily with this option turned off...
  18. How did you create those battles? Scripts are the same for all missions while mission templates (placing of placeholders, rects, etc.) differ. A scenario may not end if, for example, script waits for no enemies left in area A while there is no such area in a created scenario.
  19. Looks like yes, map is saved in a binary format where increasing amount of bytes for any given parameter increases entire file size significantly, so i think one byte is reserved for static ID which gives 255 unique statics. By the way adding new unique static to the map increases memory footprint while adding 100 same ones does not.
  20. Possibly, thanks, devs will look into that.
  21. No, you can't load mortars onto a track. Since you can't tow them either, the only way to move them is the MOVE command.
  22. Hello! I'm not sure where you saw screen captures showing multiplayer map size selection and multiplayer over entire peninsula. You can consult the main features list on the game website - there are no multiplayer specific highlights. We are sorry that you didn't get what you wanted but to my knowledge we did not promise what you describe.
  23. By the way, do you use the new ammunition selection hotkeys? You can set them up in Settings - Controls - User. This way you can, for example, order all selected tanks switch to MGs only or order selected soldiers to ready AT grenades at once.
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