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Sneaksie

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Posts posted by Sneaksie

  1. Bundle pack - you mean Africa + Centauro? If yes, there should be additional campaigns Centauro, Stuart and three single missions, dunno why you can't see them. Did you install the addon after the main game?

    Your copy of the game obviously can't save any data (Vista doesn't allow it to do so), so you play the first scenario over and over. To cure this, run the game executable using the 'Run as Administrator' context menu command.

    You can turn the auto-pause off using the separate program options.exe located in the game folder (there should be a corresponding shortcut in Start menu program group as well). Run it using the 'Run as Administrator' option as well.

  2. AFAIK ToW version available on Steam already contains the latest patch and mission pack, exisiting mods in theory should work as well. It's recommended to try the demo before purchase to make sure the game works ok on your PC (there are may be compatibility problems with latest video card drivers, esp. AMD ones).

  3. Stimo

    Stukas in first Russian mission fly high and drop bombs on the road on your left flank to clear it of mines then fly away, they don't engage your forces because it's the first mission and player has enough problems with advancing enemy heavy tanks already. For example, in the second scenario Stukas annihilate the first line of defences (player's ally) right away.

    When you have these crashes? During loading, in the beginning of the mission, in the middle of mission, etc.?

  4. All suports have default 'prices' - a number of victory points you receive for eliminating enemy assets and completing objectives, that's why you couldn't call for support right away. You can't edit these prices in Simple Editor, you can open the mission in full-blown Editor and do this, or simply open the Mission.xml in Notepad and find the price and alter it.

  5. Sounds like they were panicking, since they didn't even bail out (or maybe they were already dead). It's difficult to say what went wrong, maybe the gunner couldn't target the gun because of some obstruction or Sherman was told to hold fire earlier.

  6. Sneak, Move and Attack (while in crawling position) commands will do, but not the default Assault command. Scout skill is used for determining the chance of successful defusing, so the Scouts will have more chances of surviving since they have higher Scout skill.

  7. Guys, we didn't tweak Russian units to be more aggressive or whatever... Il-2s attacks improved because aircraft AI was improved. If you play Russian campaign, you'll probably say the same about 'monster' Stukas:) The same AI pilots both the Russian and German aircraft, but of course capabilities of these planes and their payload differ.

  8. Sure AI will select the best ammo for a task at hand, but keep in mind that once the round is in the barrel, it must be fired to load another. That's why if you show your infantry to an enemy tank, it will fire HE shell at them and load another HE shell. Then you can advance with your tank and have an advantage if there is AP round already loaded in your tank (enemy tank will fire the loaded HE round first which is harmless for your tank and only then will begin to load an AP round). In short, there are situations where manual ammo selection is beneficial and you should select AP ammo and fire HE round anywhere (ground attack) to load the selected AP ammo to be ready to meet approaching enemy armor.

  9. On certain surfaces, for example swamp, vehicles may bog down and there is nothing you can do about it. You can save the game prior to fording or crossing a swamp if you want to make sure they all make it. You can't place mines, build bridges or repair tracked vehicles since it requires at least hours of work at least and very problematic under fire (but surviving tracked or otherwise damaged vehicles will be repaired between missions).

    On the other hand, you can clear a path of mines. Minefields usually consist of two types of mines - anti-tank and anti-personnel, triggered by different weights. Obviously, a tank can set off anti-personnel mines without harming itself and 'carve' a safe path for infantry until it encounters an AT mine. Infantry can safely pass on top of AT mines (human weight isn't enough to set it off) and you may think that the path is clear.

    Infantry will try to clear their path of mines, but the chance of successful de-mining depends on movement speed (crawling is advised) and their Scout skill.

    It's OK to do so while having time, but here you are under heavy fire. So it's better to try to clear the area of mines by powerful explosions which should set them off (bombs, large caliber shells) or just the count the losses. For gameplay purposes, you can just rush your vehicles through the trench pass on the left flank - most of them should make it and survive the air strike - and then gradually advance on enemy positions taking your time. Don't rush with infantry or it will be massacred (lots of anti-personnel mines before the trench, heavy enemy fire), bring them after silencing most enemy guns and HMGs and calling arty on the area before the trench to set off mines (optional).

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