LeLynx
-
Posts
32 -
Joined
-
Last visited
Posts posted by LeLynx
-
-
that's great! Guys, keep the work going!
-
Nice tartari! Is it possible to use the ToW1 tree system in ToW2?
-
I tried myself with the Air Ministry building, I have the same problem as you, Tartari.
-
sh..., thanks aniway!
-
Max 9 should work, at least it is working with the tools we have at the moment. The house.ms script is working with 3DSmax9.
thanks!
-
thanks a lot!!
I read the model creation manual, I only have MAX 9 and not 8 version , will it work the same for ToW?
-
many thanks!
-
Great demo! Pre-ordering now!
-
Interested I am!
-
Will we see paratroopers in ToW2 ? I remember they fought in Tunisia (germans, brit and american).
BTW, I hope there'll be winter battledresses, because the soldiers did'nt wear shorts in february.
-
Thanks Tartari, it works for me!
-
liked the demo! Will buy the full game!
-
I think that he posted only for bashing...
-
very nice maps!
-
There was, urban warefare wasn't as commonplace as in the European theatre, for obvious reasons, but it wasn't absent.
where? Never read about that, but would love to.
-
already read it somewhere...
Well it looks pretty, but I've got some grave misigivings about the ability of this title to simulate urban combat. All the buildings depicted look like hovels, what about major engagements such as those fought at the town of Tobruk? I don't see any way this title could deal with that. I was very disappointed witht he way TOW simply overlooked this and it still looks like this follow up title is reluctant or unable to deal with the complexity of urban combat. I'll pass thanks.AFAIK, there were no urban fightings in Africa at all, there were just defensive lines, like Mareth Line, or Tobruk defences.
Btw, I'd like to see how will be the bunkers in Tow2.
-
very promising map!
-
like it, thanks!
-
Yes it would be far better if the scope were broadened to Tunisia, Sicily, & Italy 1943.
However overall the list of new features is impressive even if the scope of teh game is drastically reduced. Of course the way to address this would be to have a merged where Tow maps & missions can be imported to ToW2.
Anyway I'd still like to see the stuff below included:-
A map editor included, I wanna make my own maps from day one
HMGs are moveable by crews
2" & 50mm mortars units were available to infantry units
flamethrowers are in
Infantry can climb over walls
Ability to take prisoners when enemy units are paniced & outnumbered locally (eg 5m radius)
Prisoners must be escorted off map or killed otherwise they will try to revert to fighting
Tank crews can be buttoned or unbuttoned with extra visibility bonus
Snipers can kill above unbuttoned crew
More aircraft - Hurricane IIc/d, Me110, He111, FW190, B24, A36
Stationary aircraft as static objects for airfield construction
agreed!
I would add:
greater maps (playable zone: 4km x 4 km)
aircrafts and artillery in multiplayer
bogging ability of vehicules and mudd tiles
fire
-
wow! Thanks to make my favorite game improve! :-)
-
wow! Didn't know this one, thanks!
-
Someone knows if you can find, and where, a mod sounds for TOW? Maybe complete with guns, explosions and all small arms?
Thanks Hello
My mate Tartari is making a big one (I'm helping him btw), you already can download a foretaste: a small arms sound mod (german and american) at http://www.cmmods.com/
If you prefer to hear the sounds before:
and
-
Finally, it had to be done! Keep going!
-
very good ideas!Originally posted by Thork:After playing the new Uberpatch for some time and seeing that an addon is allready in the works here are my suggestions so faar. (may edit)
to fix list:
- blind guided AI support fire (artillery) -> AI support fire on spotted enemys
- fix movement and fire along walls and "placeables"
- fix behaviour of AT guns while no-movement is applyed (see reaction/fire area)
- look at JSH mod for additional gameplay fixes
wish list:
- additional "placeables" for mission/map design
-> enterable buildings (coming)
-> more entranchements and objects/cover (for infantery)
- (CC like) dynamic campaign
-> draw and surrender (flee) battle results +mission editor options
-> strategic map with next mission selection (depending on strategic situation)
-> less choice in choosing equipment (choose and upgrade)
- more multiplayer options
-> 2+ player (coop/vs/dynamic) campaign
-> WiC (World in Conflict) -like playstyle (reinforcements depending on success)
- more buttons/commands:
-> sort by skill in unit management (arange and sort soldiers by best positions - best/most expensive units first)
-> set fire area (units without turrets will turn to enemys)
-> set reaction area (units will ignore no-fire/no-movement commands to react to enemys moving into the area)
-> abandon button on experience unit management screen
-> move to hull down position
-> entranche tank/gun by crew/infantry (animation)
- more options on deployment:
-> check line of fire
-> change stance, fire area, reaction area and behaviour
- better strategic/tactical AI for skirmish battles and "out of orders" situation
- improve skill system and career path (influence on gameplay, additional skills (bind skills to special weapon like. f.ex. Panzerfaust etc. ...)
edit:
- follow up commands like no-move
- bigger maps (double size)
- anti-artillery fire (support)
- mortar units
- smoke shells
-button/unbutton tank crews
-artillery forward observer
ToW2 modding
in Theatre of War 2
Posted
This is great! Knokke, could you make a tutorial? I'd like to model new statics for ToW2!