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Fifty Cal'

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Everything posted by Fifty Cal'

  1. T34/85, Have you read the file in your TOW main directory, it's a pdf file IIRC, it tells you the ports to open in your router to allow the internet (other player) access to the MP game? .50
  2. Hi Oudy, Thanks again for the mod, sorry I sounded so negative above, I can't wait for this game to develop into its full potential. Guys like you make that probable .50
  3. I guess this would show the difference in AI between TofW and the CM:** series for example. The AI in CM had its own quirks, though not too bad (I'm thinking of when you defend against the AI, they were a bit sporadic in attack), I'm guessing that in TofW that quirkiness needs more control through the use of good/complex mission design, I've noticed in another thread how hard it is for someone trying to write a new, historically accurate, campaign. I guess, as it stands at the moment, that if, in a TofW quick battle, the AI had all it's forces "dumped" into a quick battle map they would sit there until they see the players 1st unit then they would all charge off at that unit as they like to do! As you say slaphappy, if the AI were put into defensive positions, as the AI is on some multiplayer maps, it would work pretty much OK. .50
  4. Exactly my point, I don't want to go through all that process just to see a mod. Also, what would be the fun in playing a mission I designed? I would know the terrain, forces of both sides and exactly where they are. And to re-design the existing campaign's would prolly take me longer than to fight them! I want a battle game not a battle design game. CM:** had this facility, surely it can't be impossible to have it in TofW. With the much smaller campaign/mission/battle list it wouldn't take too long to get through all the missions in the game, what then? A "Quick Battle" option, as in CM:** makes it possible for this game to last for years IMO, both for single and multiplayer. .50
  5. What this game is crying out for (now) is a "Quick Battle" option. Not just to see new mods but also test them. Also "It" would provide longevity for multiplayer games (as in CM:**), I play MP (online - internet) at least once a week and the set maps/forces are quite limited already. Not only that but, with no pause button, online battles are MUCH quicker than in CM:**, even than when using a 3 minute time limit between turns. This means in an evening instead of a single CM:** battle you can do 2 or 3 TofW battles. So you get through the limited battle map options fairly quickly (apologies if this has been promised and I've missed that post) .50
  6. Hi Oudy, All I'm having trouble installing the mod? I've put the new files into the Ai/Animator/etc/ directories OK, and here's the problem, I don't have a /Data/ directory, am I "Adding" that directory as a new whole new directory structure? (edited) Well I added said directories then followed the rest of the instructions, Hey presto, once I'd opened the Encyclopedia there it was Now, as far as the instructions go, I'm quite familiar with Windows explorer and making directories etc so no problem's there, I followed the "new mod" set of instructions and apart from the problem mentioned above Step I was OK. Step II , The 3rd sentance instructs you to click the "install mod" whereas its actually a button with > on it, mouseover = enable selected. Step III, I didn't need to do any of this as all the files were already in place, so mebbe a reminder that this only need to be done as an option to Step II (being real picky there). Thanks Oudy, I now have a Panzer IVF1, the shame is that, ATM, there's no way to use this new tank as far as I can see? Will it be an option in a set mission? no coz the missions are already scripted! What this game is crying out for now is a "Quick Battle" setup option, not just to see new mods but also test them. "It" would also be usefull for multiplayer games, I play MP (online internet) at least once a week and the set maps/forces are quite limited already.. but now I'm into another topic Cheers again Oudy .50 [ July 05, 2007, 10:18 AM: Message edited by: Fifty Cal' ]
  7. Hi Oudy, Send me a copy and I'll see if I can follow your instructions etc. my email oudy.mods@l.fisher.clara.co.uk I look forward to my new panzer .50
  8. Hi, I was playing MP before the patch using the internet option, rather than LAN. I send my ip to my cousin over the fone, easy. I don't know of any "site" or other method than that for arranging fights? .50
  9. Fifty Cal'

    FAQ

    Were new key commands added? or just the ability to assign keys to tasks we didn't have before? I couldn't find any documents with the patch that stated any new key commands so I'm guessing it's just the ability to assign, HOLD, STOP SHOOTING commands within the options screen.
  10. The manual states that the Geneva convention only allows Tank MG fire against troops in trenches, not HE, Luckily the "player" doesn't get arrested after the campaign and tried as a war criminal if he does this
  11. Before the patch wiped my saves, I got rid of most of the guns using my sniper and Brumbar HE, worked a treat Cleared the forward slopes first, right then left. After that went over the ridge in a charge, got the rest of the guns and the remaining trences, just time to reform for the counter attack. I'm actually looking forward to doing the German Campaign again post patch. Thanks for the tips, K9Crump, your advice is VERY similar to what my sniper said after going left! LOL .50
  12. I'm halfway through this, and really enjoying it. My sniper went right flanking and crawled right up to the enemy and as you say the brumbar's have pretty much cleared the right side trench lines, the sniper finished the last 2 guys off. Now, I guess, I have to clear the left side before going over the ridge line into the village. Great mission, weather's a bugger though, poor viz'. The more I play this the more I see and like and the better I get at the "controls". Can't wait for waypoints though, took a lot of micromanaging to get all the troops and vehicles through the dead ground! Sometimes it's more like "TofW-Military Police - directing traffic in WWII," well untill the shooting starts .50
  13. I had a successful online game V my cousin... The intention was just to see if we could get the online missions working... we both have routers, firewalls etc.... I set up a 2 player battle, clash of titans, and quickly sent my troops forward into trenches, I ran my tanks forward to just behind them in some cover from bushes. I gave them ALL "hold position" orders. I then went round my cousins house, he lives 10 minutes away, and watched him attack my "dug-in" troops. I won! LOL, I wasn't even in my house so gave no further orders after "hold position". No problems setting up an online/internet game at all. .50
  14. The first thing is where to place your units, if defending the briefing map gives good info on the likely routes the enemy will come from and thier unit types. As new orders are given to you new "direction arrows" are shown on the briefing map, just put the mouse over the envelope. This can give you time to put troops in place for a counterattack etc. After that my simple plan is get as many guns firing on a "killing zone" as I can preferably with mutual cover. .50
  15. Dragon6, That'd be a challenge, I wonder how the pause button works in multiplayer? my guess is it's disabled.... Let's hope I get to defend hehe Yes in real life ground is fundemental for infantry, but why does all the best cover have to be so wet? FinnN, Thanks for mentioning this (about see-through bushes) I hadn't noticed this, I just thought I wasn't hiding people properly. .50
  16. I'd say buy it, The more I play this game the more I notice just how much is going on, when I first started I played it like I played CM, from a fair height, looking down from my helicopter, ordering everyone about. They all got killed and I had to try again. Wat waass going on ? Now I'm playing the game from much "lower", For example, I'll pick the middle tank of 3, press enter and be sat looking out of the turret I spin my view around to watch the other tanks move up to a ridge line, I'll click on one of the other tanks tell him to stop and hold then do the same with the other tank All while still being in the turret of the middle tank. I also often jump between units with the enter key, from "down here" it's much easier to see LOS-LOF differences, I can see a trench line but it's clear my main gun can't fire at it, creep forward a bit and boom, the gun fires. And the amount of detail is great, ie, I sent an armoured troop carrier forward, pressed enter and got the view of the gunner sat on top, I look behind me and I can see the 6 troops sat in the back, I give them the disembark command and watch them swing out, one by one sleeves rolled up ready for action, I then give them the order to advance, I watch as they got shot down. Huh, I wasn't this bad in CM ? The reason, IMO, TofW appears different to CM is that in CM you had 3 or so troops "represent" a squad, if you lost a couple of guys in that squad you would still see all the "representatives", it wasn't so obvious you'd lost people, in TofW you watch each guy get shot, you can see what's shooting them and so discover what rubbish orders you gave! I know it's a bit of a pain having to continually issue "hold" commands to stop officers and vehicles advancing into trouble but at least I know where all my troops are at any one time. I'm used to that now. Apart from that, the tactics remain the same, just that Infantry "appear" more vulnerable. The "ground" is much more accurately portrayed than in CM and I still sneak the odd guy forward with a "hold fire" command to see what's going on "over the hill" I just have to remember to tell him to "hold position" once he's under a bush! Once we've had a few patches I won't know how often I'll play CM anymore. .50
  17. yep, a few days ago now! .50
  18. A buddy of mine made a mission in CM, he had all "green" infantry fighting at night armed only with flame throwers, apparently it was chaos! LOL .50
  19. We used an old Sherman on an anti-tank range in the army (in Germany). We used it to practice firing the 84mm Carl Gustav (practice rounds) at a moving target. We used small arms too as it drove towards us . We then used to take turns sitting in it while it drove at the next section, you could hear the plink of 7.62 hitting it and the Thunk of the 84mm practice rounds. I'm sure they must have filled in the majority of the vision periscopes though I don't recall exactly. .50 [ June 04, 2007, 01:39 PM: Message edited by: Fifty Cal' ]
  20. That sounds a much better system than mine FinnN, I'm always trying to remember what number i assigned to a certain group, to be able to just double click it would be much better Good luck with the uniform odding etc (where do you find the time?) .50 [ June 04, 2007, 01:47 PM: Message edited by: Fifty Cal' ]
  21. You can "group" any types of units, even single tanks! As TTorpedo says, it's just to give you a quick method of issuing orders. I've always broken infantry squads into a rifle section and a gun group, one of the riflemen usually carries lmg ammo so I assign him and the gunner as the gun group. I used to do this in CM as half the infantry would be better armed for assaulting while others would be better armed for providing covering fire. Selecting the MG's from several squads you can form a new "MG section" all on its own, which you can use as a group .50
  22. I'm no Dev but...... A machine gun on a tripod will have a smaller "beaten zone" than one fired from the shoulder just because the gun is "held" tighter, the beaten zone, or "Grouping" is, in effect, a circle in the air, that translates to an actual oval on the ground. A M/G in a fixed vehicle mount will "shoot" very similar to one on a tripod, whereas a M/G on a "pintle" mount will be more like one fired from the shoulder. Increasing the number, should, increase the size of the circle, "Grouping", and thus the oval beaten zone. Main gun armament accuracy is effected , mostly, by barrel length but also by the type of ammo fired. Is that what you were after? .50
  23. you can make groups by clicking individual soldiers - tanks- guns etc while holding down the shift key, when all units for that group are chosen press and hold the control key and a number from 1 - 0, say, CTL 1, then to call that group any time press 1 and they are highlighted and shown as a group in the bottom screen. .50
  24. I found this a hard mission too, the enemy guns are well placed and the French tanks are hard to kill. Once you've got over the first ridge though it can get easier, take the two french guns and turn them on the far french tanks, race your own tanks into the dip by the river, they draw fire but are hard to hit whilst moving allowing your captured guns to get good hits. As far as the enemy guns, click on them now and then, you'll prolly see the crew is being killed which means its accuraccy is diminishing. I had to shoot all the enemy infantry left in the playing area which includes a bunch hiding near a house/farm building in the far edge, left side, of the map. In another scenario I didn't get a mission victory even though it appeared I'd killed everyone, I went back to a "save" and finished it again, but slightly differently, and I won. The bad news is the missions only get a "little" bit easier after this one! .50
  25. Weird, this time the x3 T34's didn't show, must have NOT stepped on a trigger point, took the train station and got the victory <G> .50
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