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permanent666

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Posts posted by permanent666

  1. two thing which i want to see in this game are those mentioned in the headline. it would be great to give the player additional orders during the course of battle. there is already such a system in place - when you capture touch objectives you get a message. so there is already kind of a trigger system with messages. would be great if a scenario designer could make use of it.

    the second point would be a different mission briefing interface. i am really turned of by the wall of text most briefings are. some pictures in between would be nice. i do not know how briefing documents looked like during ww2 but maybe a folder where you can browse through text and images would look good. maybe something like this one:

    http://i5.photobucket.com/albums/y196/allenjb42/KosovoBriefing.jpg

    it would be even better if everyone could customize the briefing maybe with html

  2. I had an funny incident. 2nd mission courage and fortitude there is a barbed wire in front of a bridge. my pioneers found and marked mines there. So I could not blast the wire without risking casualties. I decided my Sherman should breach a hole in the barbed wire with HE. Ok the Sherman could not harm the wire but after a few shots the mine marker changed from yellow to green.

    So I thought I could blast the wire with the pioneers. But I thought wrong. Half of the team went WIA after they blasted the wire.

  3. I tried to replicate your test, but on a map with heavy undergrowth & trees, none of my troops can spot any trenches until they are within 30 meters.

    I presume your map has the forest undergrowth, but no trees? That would explain the spotting distances.

    ok i thought maybe you are right and my test was a bit artificial. so i put the trenches in a treeline. the distance in the first minute was about 600 meters. They could not spot the trenches. so i let the us troops run 100 meters. after they reached their destination they could spot not all but maybe half of the trenches.

    treelinemyf8s.jpg

  4. Doesn't matter because you can see the berms. ;) But yeah, fortifications that are not in LOS at all won't be spotted.

    I think the question is how quickly should fortifications that are within LOS but partially obscured or placed in tiles that should should provide good concealment be seen, especially given that the 3D size of the fortifications significantly exceeds what would be typical in the real world.

    There is also the issue that was highlighted in the Omaha save posted, which appears to be a situational bug of some sort that complicates the question.

    btw this bug was also noticeable in the second mission of courage and fortitude

    i think foxhole spotting is quite ok now - maybe terrain should have more influence on visibility

    what worries me more is trench spotting as shown in my first screenshot

  5. It's not clear to me from this post what the different to 1.x is.

    I have to confess my post is a bit confusing. i did not compare it to 1.x and i do not know if they changed anything but the results i got during testing were a bit strange. I try to write it in a more structured way:

    in my test i placed several foxholes on a map. Then i took a US-Rifle-Platoon and put them on a slightly elevated position (22). Then i did several test without any germans where i changed the ground type of the map. In another test the US Platoon moved towards the foxhole. My result:

    unmanned foxhole (at any groundtype including pavement) - only spotable from about 100 meters

    Then i repeated the test but placed german troops inside the foxholes and let them hide. result:

    manned foxhole at pavement tile - units hiding inside and foxholes are spotted easily distance to spotter increases spotting-time. unit is spotted first then foxhole

    manned foxhole at heavy forest tile - foxhole spotable from about 100 meters hiding units inside are spotted from about 75meters

    So my conclusion is that foxhole spotting is not influenced by terrain type.

    What worries me is that in the Courage and Fortitude Scenario (played with 2.0) foxhole spotting did not match with my tests because after several minutes my troops could see every foxhole on the map.

    So I think there could be a bug.

  6. after doing some testing with 2.0 made test maps i got strange results:

    foxholes in 2.0 are only spotable from about 100 meters away no matter if they are in heavy woods or on pavement.

    foxholes do not give much concealment. for example: if the foxholes are on pavement the units inside will be spotted first and then the foxhole. if they are on heavy woods foxhole will be spotted first (so heavy wood foxhole spotting about 100 meters away unit spotting about 75 meters away - (empty) pavement foxhole spotting about 100 meters - units inside pavement foxhole about 300 meters and more)

    my experience with the old courage and fortitude scenario played in 2.0 did not match with my tests

  7. There are half a dozen more efficient ways of doing this. Having 120 turns of a 2 hour battle loaded all at once would kill pretty much any machine, I'd imagine.

    i am almost sure you are right but if we could get just 10 minutes of nonstop replay it would be great.

    i am wondering if the replay files and the command phase files are different

  8. i do not know if this would be possible but i had this idea some days ago so:

    to get a full replay i have to save turn after turn in the replay phase. and if i want to watch it i would have to open one file after the other. so my question is would it be possible to combine all this saved files. the file size would be huge but hd movie files are huge as well so this would not be a problem for me. maybe loading times would be very very long but i think it would be worth to wait half an hour or longer. maybe ram would be a problem.

    so what do you think? would it be possible to make such a tool (for bf)?

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