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Sneaksie

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Posts posted by Sneaksie

  1. 1) In Africa, 250 units on the battlefield are allowed simultaneously.

    2) Only in Kursk or Kursk+Caen, you can call for reinforcements or air/artillery strikes if you have enough command points (they are awarded for inflicting casualties to the enemy).

    3) The same, 2x2km.

    4) Most people use Hamachi. You can also find partners for MP on this forum or in Theatre of War Steam group.

    5) I dunno, when i played MP (against Russians and French) we didn't have lag problems.

    You shoud definitely try joining a MP game because all calculations in multiplayer mode are being done on the server, so client(s) won't frustrate other players by lagging.

  2. Not really, most of them are already included in 1.3.1 and others were added in anticipation of the upcoming Caen addon and don't have effect on Kursk units (there were no issues involving grenade launchers because there are no Panzershrecks or PIATs in Kursk). Of course, 1.5.0 contains previous bug fixes, but it's pretty much the same as 1.3.1 or 1.3.3 in terms of gameplay, it's called 1.5.0 because it is addon.

  3. Does anyone know if anymore expansions are planned? I wish all the theater of war one stuff was ported over with a nice face lift, we would have literally every ww2 theater and time except for a few minor ones. I know Id pay for them.

    Currently no such compilation is planned, i doubt that many people would be eager to buy already exisiting content again:)

  4. Sneaksie,

    I'm just curious - could you confirm for me that tree foliage (such as very definitely confounds a Mark 1 human eyeball such as mine) is not coded to impede LOS for the AI in this game? I mean, can you confirm that the AI can actually see through trees, even multiple lines of trees? Just so as I know what I have to deal with.

    Thanks,

    Peter

    Tree foliage blocks LOS, but i'll explain how visibility raytracing is done.

    1) First of all, a simplified tree model is used to calculate whether tree blocks a passing LOS ray or not, otherwise even a single tree would hamper performance significantly. So if a unit is covered just by 'edge' of a tree crown it may be considered clearly visible.

    2) Tree crowns are lifted above the ground, obviously, so they won't cover a unit right next to it and tree trunks can hardly cover anything. On the other hand, bushes are much more useful for hiding infantrymen or guns, but you'll hardly conceal a several meters high tank behinf them.

    So if we analyse a simplified case of two hostile units on a leveled terrain, trees (unless there are really many of them between the units) wont block LOS between them at all. All whould change if the ground is uneven - one unit would be lifted and a crown of a single tree could conceal it completely from the view of that enemy unit.

    Visibility system takes many other factors into account. For example, angle size of target is calculated and compared to angle values a human eye can theoretically see, moving units are much more visible (while their vision is impaired). In addition, each AFV crewman uses authentic view angles and optical sights (if any) with different capabilities (for example, a tank driver will look forward most of the time, but will look to the side using that view slit as well from time to time, main gun operator usually has an extremely narrow FOV, but he would see almost anything not blocked inside it and so on).

    A tank with only driver left alive would be a terrible recon unit, obviously, and even a fully crewed one on the move would be worse than an infantryman (no optical sights benefits). However, a gunner and commander in a stationary tank (most models) are able to detect enemies far away.

  5. Of course, surviving troops are carried to the next battle. I suggest re-naming your favorite units with experienced crews to keep track of them easier.

    What is the problem you have in the last Russian scenario? You only need to hold up the last time, then tank units from 10th Tank Corps arrive at last with air support and you should handle the last engagement with ease.

  6. peter thomas

    Looks like the whole situation of being fired upon by enemies you cannot see seems alien to you, however, it's quite normal in real life engagements and wargames. And since when movement behind cover became unrealistic?

    If enemy guns fire at your concealed units from several hundred meters away (there is no way you could fit a mile there) means that your units aren't concealed after all. There are gaps in tree line and it's difficult to 'drive into the fields', especially in an AFV several meters high, and stay concealed. On the other hand, these 88s and PaK 43s are smaller stationary targets concealed in bushes, no wonder your units couldn't see them. The fact that crews of moving vehicles could not use optical instruments normally also helped.

    The most way of overcoming these unfavourable odds is to advance using infantry as well having artillery ready. Even if infantry wouldn't spot these guns directly in time, you'll get 'hints' - gun symbols in brackets roughly showing their location. Order your artillery to fire at this area (you can also order your AFVs to fire there, but they'll need LOS) and your 88mm problems will be solved rather quickly.

    Anti-aliasing is not supported, that's why you get rendering issues.

  7. I don't know whether it's possible to create such object, you better ask one of experienced modders like Knokke. I guess no, because the trees in the game were made using the SpeedTree technology and these and static objects are independent systems. It may be possible to create a linear trees conglomerate that will be handled like a single tree, but then it will be undestructable (you can make it destructable, but then this entire trees section would collapse) and it will not be raised above the ground.

    You can try modifying one of the Caen maps - try raising ground under hedgerows for example.

  8. Yes, there are, and creator of Caen already exceeded recommended limitations, that's why system requirements were upped. Empty spaces between bushes are there because these limits are not indefinitely increasable)

    To increase your situational awareness, hit F4 key to toggle advanced damage info mode on.

  9. It's good to hear from one of GJS creators:)

    Actually we've tried CC-style menus while revamping interface for Africa. Something like what you propose for infantry squads will be in Korea, in the meantime you can just double-click a soldier and all his squad (or what's left of it) will be selected.

    Caen author tried to represent hedgerows using thick tree lines with bushes and i think they work fairly well (it's almost impossible to see units hiding in or behind them while they can see you because of visibility system - LOS ignores vegetation which is close to a unit).

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