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Sneaksie

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Everything posted by Sneaksie

  1. This box is for joining another player who is hosting, you need to specify his IP, password needed only if he set it. To launch game server yourself, use a 'host game' button. Other will need to know your IP address to join your game. Upcoming patch changes multiplayer much, so you may wait for it to arrive.
  2. You don't need to: if you leave them with proper path in game directory, they override files inside sfs archives. All TOW mods work in this way.
  3. Imagine what Russians feel when we hear another ultra-evil Russian person say something in Hollywood movie...
  4. These screenshots were posted on Russian forum in response for question regarding damage modeling. http://dump.ru/dumpru_images/764418.jpg http://dump.ru/dumpru_images/764426.jpg http://dump.ru/dumpru_images/764427.jpg First two are self-explanatory (T-34-85 destroyed by 88mm Pzgr39 hitting it at driver hatch), while third one shows log of damage system. Most 1) 88mm_pzgr_39_(apcbc) hits driver hatch - Hull.x_lk1 - and penetrates it, shell detonates. 2) Hull structure destroyed by impact; 3) Detonated explosive caused light splash damage for internal components; 4) Fragments of shell and armor kill Commander, Driver and Machinegunner, while Loader and Shooter survive (MISSED/IGNORED), they also hit many internal tank parts.
  5. As soon as we receive updated German (and other languages) localization files from Battlefront
  6. Patch contains many changes, including unit properties changes, because of that existing mods should be checked by their authors for correct functioning.
  7. There is no such option. In theory you can unpack Sound.sfs with Dr. Jones tool and overwrite all files in \Voice\Ger directory and all subdirectories with corresponding ones form \Voice\USA for example, but it will impact realism of the game much:)
  8. Yes, 250 ACTIVE units total at any given moment. Keep in mind that one unit (tank) becomes 5 units (crewmen) if it was destroyed and all of them survived.
  9. Polish missions 2 and 3 are very hard, it's possible to win them, but requires luck. First mission is more easy, trade 2 Bofors guns for one more 75mm and you should prevail if position them correctly so they will be partly shielded by hill slope. Second mission is very hard for me, but if you manage to hold the hill you can try to use German AT guns against them. Third mission is tough too, here is a nearby thread about it: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=67;t=000077 Some people managed to win it by retreating to the river and holding the advance from reverse slope, killing German tanks and infantry when they appear above them at close range. If you play on highest difficulty level, morale is always on.
  10. When you see these advancing tanks you can kiss your mission goodbye, you must not allow them to arrive in the first place. When you approach the village, a car departs from it, heading towards the edge of the map at full speed. Shoot it from everything you have, if it manages to get away, it will call these reinforcements) Also, order your 4th para squad to prone, that way they can survive long enough while other your troops can kill the enemy firing at them.
  11. No, there will be 1.1 version of the mod soon.
  12. You can advance with short movements, this way you'll have fair chances to retreat in time, because of reduced time of halting and changing to rear gear. Also, driver experience especially matters in case of such sharp movement redirections.
  13. Sneaksie

    patch?

    tooz, with expectations like that i'm almost sure you will be disappointed... most people are different and have different images of 'super' or even 'good' wargame and it's impossible to satisfy all. We do what we can and try to implement most things that people ask for, but resources are finite and there is no such thing as finished wargame. It's always possible to make more accurate damage calculations, or more polished models, or make soldiers more intelligent, but every time it must be decided what to do first. Some demanded feautures are in this patch, but there are more to come.
  14. If your save is from this mission, it remembers all this data. You need to load a save from previous one, auto at the end of it or manual save near end of mission.
  15. ...we just sent final version of the patch to Battlefront
  16. We have only 0...-3C here in Moscow:)
  17. Sneaksie

    patch?

    theBrit You should ask Madmatt or someone else from BF about this.
  18. Qwasiman, is there log.lst in game directory? If yes, please send it to dina@1c.ru.
  19. AFAIK there must be a text file bundled with the extractor containing list of all files in game sfs archives. Only the files which are in the list will be extracted.
  20. Looks good! Where did you uploaded it, to CMMODS?
  21. They die more quickly than in CC because of lack of cover. With grass providing concealment and special HMG nests which are planned, problem should be gone.
  22. Egon It seems you are very determined and diligent person :cool:
  23. Sneaksie

    patch?

    Well, i think the patch will be available very soon... looking forward to playing coop with English version owners;) By the way, language of MP briefings and such is determined by host game version, so it's better for English players to host:) [ December 11, 2007, 12:22 AM: Message edited by: Sneaksie ]
  24. There are two autosaves between missions: one at the end of previous mission and one at the beginning of current mission. You should load first autosave, second one already 'remembers' initial placeholder state without your changes in editor.
  25. It's a known bug, it's fixed in upcoming patch. You also can open this mission in editor (Missions\GERMANY\G006_Seliger) and add a artillery placeholder to where you like inside player deployment zone.
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