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Sneaksie

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Posts posted by Sneaksie

  1. 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.

  2. 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?

  3. 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

  4. 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?

  5. 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.

  6. 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...

  7. 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.

  8. 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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