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Xerxes the Great

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Everything posted by Xerxes the Great

  1. Yes, I have Kursk as well. I will try to find the manual there. BTW, I have already figured out the static objects like bunkers and houses, however, the terrain objects like creating hills is not that intuitive without the manual so hopefully I can learn it from the manual. Thanks for the help. Over and out.
  2. Thank you for quick response. Is there a document or tutorial on using "Builder.exe". I can see the terrain but need to learn how to morph or create landscape feature such as hills and mountains. The game maunal doesn't mention anything about the "builder". Thanks. over.
  3. Greetings, Now that we cannot change the territory size over 2km x 2km, I am trying to add a few more villages and hilltops to an existing map. When I use the MissionEditor, I can select zones, flags, spawn areas, etc. However, I cannot add another village to an empty portion of the map. All I want to do is copy/paste an existing small village and add it to the map. Also, I want to add a couple of small hills (again, copy/paste of existing hills on the map would be fine). I want to do these tasks because in Multiplayer games, it is very annoying to have units start shooting at each other right off the bat when the game begins. I want to create more obstacles such as hills and more hideouts such as villages to somehow shield the 2 armies from immediate engagement which kills the realism factor for me. Is there a way to do this? Please advise. Over.
  4. Knokke, Do you know if the Multiplayer maps can be modified as well and played in Multiplayer? There are 9 maps in Multiplayer mode. I'd love to edit a few to include more cities and add more blocking mountains so the 2 sides don't immediately get LOS on each other and start shooting. Would this be possible for Multiplayer maps? Over.
  5. Thanks for the research. I think you may be giving too much credit to 1C developers here as I don't think they intended to prevent access for all vehicles from ALL hills. I could understand if some of the steeper hills were not accessible by vehicles but shallow hills that infantry can jump over, should be passable by vehicles. It is limiting the tactical aspect of the game given the low limit of units allowed per map. I think this is a bug! Over.
  6. Well, in my case, it happens in 100% of cases. I play Multiplayer maps. There are 9 maps in Multiplayer and 8 of them have some sort of a hill/mountain with roads that can be taken to hilltop or mountain top. In none of the maps the vehicles are able to climb/drive over even the smallest of the hills. So, it is not a exception case. It is a general rule, at least with the Multiplayer maps that come with TOW3. Over.
  7. A possible Artillery bug: I ordered Artillery to open up on one of my own cities in a Multiplayer map since it was being overrun by enemy tanks and I only had a few infantry units with no chance of defending the town. When I ordered the Arty to drop shells on my town, I could hear the background noise of the batteries but no explosions! Nothing dropped on my town. The sound of batteries indicated that they were firing but no shells were dropping anywhere in the map. Just to make sure, I changed the target zone to some area distant from my town, and the shells started to drop then!
  8. Can anyone from 1C development confirm that vehicles cannot climb the hills even on the road? I am seeing major path finding issues with vehicles specially when issuing movement commands for long distances, say move behind a hill or go through a city and exit the other side. I find myself micro managing every vehicle even if my driver's skill is high. Even the smallest of hills with roads are not taken by Vehicles. So, strategically and tactically, a 20 meter trip over a small hill (with a road going through it) would now need to be diverted to a journey of 1000 meters around the hill and into the path of enemy ATGs to reach the other side of the hill. All I need to know whether this is a bug or there are other variables and elements involved. I have tried tanks, armored cars, HMVs and all these vehicles refuse to go over a small tiny little hill (less than 10m in altitude). Only infantry can go. There goes the infantry support idea for this game! Not only armor cannot protect infantry due to these pathfinding fiascos and limitations, but also armor vehicles cannot carry certain infantry types with heavy gear which is also completely unrealistic and frankly an embarrasing attribute for what is supposed to be a realistic military simulation game. Please acknowledge and fix these issues. TOW's user base is more sophisticated than your typical RTS game and these things are noticed and matter quite a bit. I can sense that some users are already giving up hope and going AWOL on TOW. Don't add to our frustrations by not responding to simple logical questions. Over.
  9. In Multiplayer maps, many settlements and bunkers are placed on top of a hill where there are actual roads leading to them. However, none of the vehicles can go or climb these roads to get there. Only infantry can go there. Now, logically this doesn't make sense and from game engine perspective, I don't see a reason why developers won't allow/support this. How am I supposed to get my AT guns up these strategic hills? Ask the poor souls to haul them up there while being sniped to pieces? So much promise, yet so many shortcomings and annoying tidbits. Any logical explanation for this? Over.
  10. Are you kidding me? I am really hoping that I am missing something but when I go to "order of battle" section, on any of the Multiplayer maps, Helicopters are not available to select. Why? I really don't care about single player campaigns. How can we get decent support and attention on Multiplayer aspect of this game. I hope someone can set this straight. Will be much obliged. Over.
  11. Greetings, When I go to Multiplayer, there are only 8 maps available. Of these 3 are grayed out and not selectable. Maps such as "Tuman River valley" are not selectible. Why? There a very few Multiplayer maps to begin with, and some of them are not available. Is Multiplayer aspect of this game being completely ignored? Please advise. Over.
  12. Anyone from 1C development monitoring these forums? If not, what is the best way to contact 1C developers for feedback? I have been a loyal fan and have bought the entire TOW series including TOW3. I read a lot about Multiplayer enhancements in TOW3 since I don't play nor care about single player campaigns. For strategy games, Multiplayer is the only way I and many others I know would play the game. Unfortunately, with TOW, ir appears less emphasis is given to Multiplayer and more is given to single player campaign! I believe this is the #1 reason that this game is not as popular as it should be. I read in previews and I saw with my own eyes screen captures of Multiplayer where users can play on a strategic map of entire Korean penninsula and where the battlefield size is selectable. My main interest is to play on larger maps. There is no need to discuss why or what are the merits of small maps compared to large as it is a dead-end discussion. All we were asking for was a choice. Those who like small maps and quick engagements or low-end PCs, could play on small maps and those who like the thrill of search and hunt while having more time to setup units and implement grander strategies other than a quick tank rush, would opt to play on larger maps. To mine and all my friends' astonishment, the Multiplayer aspect has NOT changed a bit. The user interface and game options remain EXACTLY the same. The only difference is the new maps! Wow! Am I supposed to be impressed by just the same old game and a bunch of new maps and a couple of new vehicles? Please let us know why 1C refuses to breathe longevity and a wider dynamic to this game? Why refusing to allow larger maps even at the expense of less accurate trackings and calculations. Let the users decide the caveats. Don't make the wrong assumptions over and over and over again. Very frustrated and extremely disappointed user. At least, have the decency to respond why you chose not to do what you promised. I am out $45 but at least tell me why you didn't deliver what you promised? Over and out
  13. This game was advertised to have selectable battlefield size. There were even screenshots of this option in game. Well, I bought this game primarily for Multiplayer and specifically for a larger than 2kmx2km map size. I have owned all previous versions of TOW but my biggest dissappoint has always been the size of the tiny maps for multiplayer games. So, I was really looking forward to this feature to allow users to select the battlefield size. Why isn't this available in Multiplayer? Why is Battlefront so clueless with regards to Multiplayer aspect of this game? Multiplayer is where the value of startegy games is these days and not a stupid single player campaign. Please tell me if I am missing something in game setup. If not, please tell me how to get my money back as this would constitute false advertising. Over and out.
  14. I will buy TOW3 regardless of steam availability. I personally do NOT like Steam and would rather not have to sign on to steam to play a game. This is for variety of reasons including performance and security issues but that is a discussion for another thread. It is refereshing to find people who differentiate a realistic simulation from an arcade-style game. You cannot compare TOW to CoH just as you cannot compare ARMA2 to CoD. My main questions are: 1) When is this game available to buy? 2) Will there be a demo or Beta? 3) The addition of strategic elements such as support units sound great but what about the scale of the game? Adding strategic elements to a tactical game played on a relatively tiny map (2km x 2km) sounds odd. I only hope the scale of the game can be changed to a bigger map size for those who would want to play more strategic than tactical. Bigger is better! At least give the users the option to play on bigger scale maps. For those who love the confined spaces and tight tactical fights, they can still choose to do so but it will open up this game to those who prefer larger scale warfare specially with added elements such as rapid transport (Hellis) and support units. Over and out.
  15. ShiftZ, Who is talking about tanks shooting down Hellis? Have you forgotten about AAA units and anti tank infantry? With a 2km x 2km, basically any Helli that is airborne will be spotted and immediately in the range of AA units. Again, Unless the maps are extended and more terrain elevation is added (small hills and valleys won't do), Hellis will be flying ducks in a open season resort full of hunters with shotguns!! Over and out.
  16. Arzok, I set the cost to "0" and it worked just fine! I have all support available from the beginning. Now, only if I could set the X and Y coordinates of the map and double the size of this map, the game would become ideal. With the range of Arty and tanks well in excess of 1km, a map size of 2km x 2km feels too tiny and takes away the scouting and unit manuver and movement excitement. But I am very happy about the extra units we can have in the battle now. Over and out.
  17. Happy to report that it worked!! We can now play with higher command points. In fact, we had a blast with 30 tanks each side! No problems to report. Path finding was no worse than usual and no lockups or slowness at all. Everything went smooth all the way. I really recommend the option to increase the command point be present in the MP menu inside the game instead of forcing users to do it via mission editor. Hopefully, this will be considered in TOW Korea. One last remaining enigma for me is to set the arty and air support points to ZERO so that they are available to both players in MP without the need to collect victory points. I used the mission editor (NOT Simple Editor) to modify the command points and army composition but I cannot find the place where you set the Arty and Air support points to "0". If anyone can point me to the variable and location in the mission editor where I can do that, I will be much obliged. Again, Thanks Sneaksie and Arzok for your help in getting this working for me. I must say this game is so much more of a blast with more command points and bigger armies. Only if we could have bigger map sizes, this game would be perfect! Over.
  18. Thanks Sneaksie. I will try your recommendation and will report back in 10 hours! Over.
  19. Battlefront, Please respond! All we are asking is for a little support on MP. This is very easy to setup and reproduce. All you need is a couple of local PCs to test this in a 2 player MP scenario and you will see the problem that many of us are running into. Please invest the slightest amount of support in your games. The community will not forget the level of support and specially with MP which is the secret sauce for this genre of games. A simple MP problem has gone unanswered and unsupported for months! Does anyone support TOW or is it just sell and work on next version philosophy? Please advise. Over.
  20. I am able to change command points in TOW Kursk for MP maps. When I host the game, the command points are properly changed (increased) and I can select all my units fine. But when the other player joins the game, he also sees his command points increased to correct value but he is unable to add any units because his point Balance shows to be "0". Because CP balance is 0, he is not able to select any units!! Can you please help with this problem. Is there something I need to do in mission editor? Why does the balance show "0" but the command points is at "10,000"? Please help. Over.
  21. Hi Arzok, I actually am able to change the command points and both MP players have extra points now (15,000). I am hosting the game and I can select all units (30 tanks!!) but the other player who connects to my server also sees 15,000 command points but when tries to select units, the Balance is shown as "0" therefore he is not able to select any units. Are you having the same problem? I don't think there is a connectivity problem (playing LAN and not Internet) and the other player connects fine and sees the server and the map and everything seems fine but the Balance is "0" so no units can be selected. Is there something I missed in mission editor? Are you having the exact same problem? Over.
  22. OOps. Spoke too soon. It appears that other players do get extra Command Points but they cannot select any units because the Balance is 0! Why is the Balance "0" when they haven't selected a single unit but their command point is still at 10,000??!! Arzok, sneaksie, anyone? Is there anybody out there? So close, but yet so far away to have a decent MP going. This is for a LAN game and we have followed all the instructions on these forums but still no go!! Over.
  23. Correction! I know how to increase command points now. For some reason the other players were not getting enough command points but now it works!! My question is now how to enable artillery and air support from the beginning rather than waiting for the victory points or some other trigger to enable it in MP? It is rather unrealistic to have to trigger these rather than having them available to each side to be used at will when needed most. I tried mision editor but couldn't find any place to set the arty and air support to be available from the start of the MP mission. Any help is appreciated. Over.
  24. Can someone from development team or one of the moderators please comment on the press release where it states "players have control of entire Korean peninsula". What does it mean by "entire Korean Peninsula"? Do they mean it will be in 2km x 2km slices or do they mean the entire peninsula in a much larger map say 10km x 10km?? Can someone please respond? Are these forums monitored by moderators at all? Over and out.
  25. I'm affraid if the maps in Korea are the same size as the maps in Kursk (2km x 2km), it will be a waste of effort to include Helis. As is, with 2km x 2km, the tanks can shoot enemy easily from 1Km away rendering the movement and tactical positioning, scouting and hunting basically useless. Many have brought this up to developers in the past with TOW1 and TOW2 but they are not listening! It is either the engine limitation and inability to track more elements and lack of R&D investment to improve it OR plain old Russian stubbornness!! Hopefully, it is the latter! Helis in a 2km x 2km will not be fun nor feasible. All new and modern games in strategy genre have figured out the importance of scale both in terms of units on the field and size of the theatre to enable key aspects of the battle such as troop movement, support and supplies, scouting, transport to far out positions in the front, and proper deployment of air support including Helis. Over.
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