Sneaksie
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Posts posted by Sneaksie
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There is a dedicated map editor. You can make a new map based on a existing one, but to create a completely different one you'll need graphical skills for painting the terrain texture.
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How did you generate these missions? You should create a new campaign first in the in-game mission generator, then make missions one by one (with this campaign selected at the top left corner). They should be linked automatically then.
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Check the campaign.xml in the folder with your campaign, what's in the <Success> field of the first mission?
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You can delete subfolders of Maps folder (except _SpeedTree folder) to make sure that pathfinding maps are recalculated using new 1.3.1 data.
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Do you have the 1.3.1 patch installed? These passages were widened somewhat.
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I don't know about CM series, but ToW has problems with Ati drivers because its engine was written for OpenGL and it requires full driver support for it. I know that Ati Catalyst drivers that run ToW fine are 6.12, 8.9 and 9.2 (last one with shadows disabled). Later ones caused the game to crash, but of course i didn't try them all and 'your mileage may vary'.
However, latest Catalyst 10.5 drivers contain compatibilty improvements for IL-2, so ToW may benefit from it as well.
On the other hand, ToW2 games use DirectX instead of OpenGL (the main reason for rewriting engine were the aforementioned problems with Ati/AMD cards), so they should run fine on any supported AMD or nVidia card excluding low-end ones; i'd recommend a card with at least 256Mb onboard RAM for ToW2 series. Keeping this in mind, i wouldn't go for a really old card. For example, nVidia 9800GT or 260GTX run both the ToW1 and ToW2 without problems.
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Piecekeeper
What did you do? What are your forces on the other bank, where they are located?
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http://www.battlefront.com/community/showpost.php?p=1181146&postcount=18
Make sure you're using Ground Attack button, not the Attack one (in the latter case a unit will move to a designated point, engaging targets on the way).
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There were no machineguns on command PzIII variant that is available in the game.
Actually, German mortar is more accurate than Russian by itself (its two times more accurate at 500-1500m distances), so you should check the gunner skills of its crew.
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Where did you see Russian scouts with zero scout ability? In campaign (which mission?), in-game mission generator scenario?
If you have seen them in campaign and you've used you savegame made in a previous version of the game, this is not exactly a bug: unit parameters for the entire battle group were set in the beginning of the campaign. If you start a new campaign, the Russian scout squad shoulds have correct skill levels.
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Something is wrong with the install. You can try reinstalling the patches manually. Look inside the users\patches folder in the game folder - there should be two patches inside, 1.2.4 and 1.3.1. Copy them somewhere, uninstall the game, delete its folder to be sure, reinstall it, and then manually install these 1.2.4 and 1.3.1 patches.
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Most probably, there is a shallow incline between them.
gun___________----------|||||||||||||---------------_____________target
Another simialr case:
-------__________gun__________------------------target----------
Position your camera on the gun barrel level and look at the target. Do you see it OK?
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Of course you can play team match, just add some players to one alliance and some to another. For example, you as a team can play against AIs and have allied AIs, any combination.
You can make MP missions in editor, but simple editor can no longer make MP missions because their handling changed significantly. There are currently two MP types - attack/defend for two teams and "hold more control points" type.
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You mean you launch the autoupdater (version 1.0.0.6) and then what? The game launches but it doesn't display autoupdater panel first? Is the game version in main menu 1.3.1?
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Did you get a question about whether you are agree to close the autoupdater to update it?
Anyway, if version number in main menu is 1.3.1, it's up-to-date. Autoupdater version should be 1.0.0.6 (you can check it in file properties of <Kursk1943folder>\AutoUpdater\AutoUpdate.exe).
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It's more convenient to look at the red LOS line being drawn while you are ordering the unit to fire (to see it, press A or click Attack button in orders panel, the same line will be also displayed for Attack Ground order).
Keep in mind that line of sight and line of fire do differ though (first one is straight while the other is a ballistic curve). Look at the symbol near mouse cursor - if you have a unit selected and are issuing attack ground order, the small target symbol near the mouse cursor will be either colored (preliminary calculation shows that the unit will be able to hit this spot using its main gun) or grey (it can't calculate the trajectory to hit this spot from it's current position).
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Select one of the new maps with generic names in mission generator (Farmsteads, etc.) Old Kursk maps retained the historical unit pool.
Another option is to use Simple editor, you can place any units on any map there.
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Xerxes the Great
The way arty works didn't changed much, but the bug with stopping and re-calling support was fixed. Previously, if you canceled the active artillery strike (you can do it by right-clicking the support icon) you'd need the same amount of victory points to re-enable it, for example, if you want to target another area. The victory points weren't actually deducted in case of re-calling, but player needed to have enough points to re-call the strike (bug). Now you can stop and re-call artillery strikes freely, victory points are required only when you start it.
If you are really want cost-free support, you can edit the mission in editor or even simply open the mission.xml file in Notepad or Wordpad and set the support cost to zero.
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Piecekeeper
Try to run the autoupdater or patch setup using 'run as administrator' command, looks like good old access rights issue.
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You can download the patch from Battlefront FTP site (ftp://Pub:Public@ftp.battlefront.com/patches/TOW_Kursk_Patch_1.3.1_EN_BattleFront.exe) or use the autoupdater.
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Theatre of War 2: Kursk 1943 update 1.3.1
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NOTE: After installation of this update special prefix containing the version number will be added to save games that were made in previous versions of the game (for example, "(1.2.4) Cherkasskoe"). While saves that were made between missions should work (this is not guaranteed), saves that were made during missions will become unusable (to show this, their names will be grey-colored in save/load menus).
NEW CONTENT
New late war content added, expanding the game beyond the Kursk Battle!
- 5 new maps for multiplayer/skirmish and mission generator
- 10 units added:
USSR: T-34-85 and IS-2 tanks, SU-85 and SU-100 tank destroyers, ISU-152 assault gun
Germany: Pz. VIB “Tiger II” tank, “Brummbar” assault gun, Jagdpanzer 38t “Hetzer”, “Elefant” and “Jagdpanther” tank destroyers.
BUGS FIXED
- Infantry now takes damage in hand-to-hand combat properly
- Several AI bugs fixed (repeated rapid stance change, infantry not looking in the direction prescribed with the "Defend' button, rare freeze while mounting a vehicle, aiming while in a trench, facing rearwards after completing a move forward command and more)
- Multiplayer routines improved
- Re-calling an artillery strike doesn't require victory points
- The dead end in the first German mission has been fixed (it occured when player eliminated all Russian troops before the counterattack)
- Passability corrected on some maps
- Interrupted vehicle engine sounds fixed
- Molotov cocktail fire effect now linked to the impact point
- Molotov cocktails are now effective against open-topped and unarmored vehicles only
- Users are now able to fine-tune the bogging down probability (see below)
How To Change Bogging Down Probability
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Navigate to <Game folder>\Data\Settings and open Navigation.ini with Notepad. It contains many sections named like [Halftrack 5x5] and speed for various materials, for example:
SpeedSWAMP 0.3 0.01
You can alter these values as you see fit (first number is the speed modifier, second - immobilization probability).
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No, its an archive of some sort. There is an unofficial extractor by Dr.Jones.
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This file (Data\Local\en\names.utf8) is stored inside data.sfs.
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Hmm... check the downloaded patch file, it should be located in users\patches folder inside the game folder. Patch file name is TOW_Kursk_Patch_1.2.4_EN_BattleFront.exe, it should be 33,7 MB (35*353*840 bytes) large.
Is there a Sherman Firefly mod for TOW?
in Theatre of War
Posted
Yes, for example JSH mod contains it.