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Knokke

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Everything posted by Knokke

  1. I don't remember seeing a question like that, but probably didn't read the text properly, as I had the impression I had been ask if I wanted to update the game anyway. When the error message appeared, I think I simply proceeded further with the install. I had the impression that the patch was installed correctly, but that the updater could not be updated. The main menu shows that the game as been patched to version 1.3.1, but the updater was not updated, it is still version 1.0.0.1 Edit: To update the updater to version 1.0.0.6, I simply right-clicked the Autoupdater.exe file in the Autoupdater folder, and launched it with administrator privileges. The file updated without problem.
  2. well, probably, no clear line of fire; they probably can see the ennemy, but can't shoot the gun at the target for a reason or an other. Try to check the message window - usually, there is a message there saying something like "no clear line of fire". if your camera is close enough to the gun, you might hear the guys saying the same line (but it won't help much if you don't understand german or russian)
  3. I got the exact same error while updating the game with the automatic updater (launched the updater by clicking the Kursk43 desktop icon with administrator right enabled). The game seems to have updated fine though; the problem seems to have been caused when the update tried to replace the file updater.exe or something like that
  4. As it was painfully discovered during world war I, sending infantry against trenches without the close support of armor is almost doomed to fail (the few exceptions being against trenches having been targeted sometime during several days by heavy artillery fire prior to the attack - and even this failed often when the troops targeted where dug in tunnels)
  5. you can use the "Hold position" button to prevent your vehicles (or soldiers) to move, and force them to fire from stationary potitions
  6. It is all the more irealistic that you have more chance of obtaining support when you don't need it (when you're winning) and no chance at all when you really need support (when you're about to loose). In the mission generator, it means you could choose very few troops, then with the remaining points, buy a lot of artillery support, destroy most of the ennemy troops in your preparatory artillery barrage, then get new support points and buy the troops to finish the job. The AI have already played this trick once or twice to me
  7. That was the same thing in my case: the tank was out of sight of the ennemy, and with plenty of friendlies around.
  8. What is happening for peoples who are most affected by the slowdown (happening only in the campaign missions) is that the game starts very smoothly, but the more you progress in the battle, the less framerate you got, untill you've less than a frame per second (and the game becomes thus unplayable). It does'nt seems to be related to the number of units on screen, nor to the ammount of firing. Hiding dead bodies don't help, and the more you progress in the mission, the less units there is due to casualties. At first, playing at 50% speed is helping a lot, but after a while, even at half speed you have one frame every few seconds... I have no idea why this is happening in the campaign missions and not in the single missions. It looks like the memory is full after a while and there is not enough power to keep running the game.
  9. BodyBag, If at the end of the mission, noone is in the tank, you loose it. it's probably what happened, if the men you're sending in the tank bail out after 5 seconds. Crews won't stay in tanks even when no ennemies are visible if ammo is depleted, or almost depleted (I had a case where there was only one APC shell remaining and no ammo for the machineguns, and the crew didn't want to stay inside - probably because they started panicking seeing they had no means of defense anymore)
  10. Strange indeed. It should be working like in ToW1 (automatic sharing of the files)
  11. Arzok, it is not very clear (at least to me) if when you tested your mission, both you and your opponent had the same mission files installed, or wether only the host had the mission files installed.
  12. I used to like it a lot too (I've being playing the serie since Shogun TW), until the release of Empire TW who get me loosing all interest in the TW games.
  13. The possibility to modify support"price" is available only in the advanced editor, as far as I remember; the support has a default cost in the simple editor.
  14. @Sportsguy64 I'd bet anything that the dll issue that you have is related to your directX version needing to be updated.
  15. An annoying bug with the airplane supports(or perhaps a game limitation): battleplanes attacking armored targets use their primary armament against them untill they run out of ammo. After that, they'll keep attacking the same target with secondary armament, even if they're unable to make any damage, even when there is lots of other targets that could be destroyed with the secondary armament. The AI airplanes are able to use he correct weapons against different targets though, as I've seen one firing during the first attack against an AT gun with machineguns, then attacking a tank with cannon fire during the second attack, so it's a bit strange that they seems unable to switch to an other target when their main armament is exhausted. Also, battle planes firing at tanks are consistently aiming low, which means they'll fire in the ground every time if their target is in a hull down position. It would be better if their default aiming point was set to the hull rather than the tracks.
  16. _The demo tutorial for infantry combat does probably not represent the way ennemy infantry really react in the game (I suspect that for the tutorial, your infantry is much better than the attacking ennemy) _You can create your own battles and scenario in the game. _You can change the composition of squads and their armaments, but it requires modding the game, and you'll need some basic understanding of how it is working. Nothing impossible to master, but it requires editing several text files to alter squad composition and armament (and the game might be no longer compatible in multiplayer, unless your opponent has the same mod installed)
  17. The two things seems unrelated to me: they are two different pictures: one is diary.dds (the briefing picture) while the other is splash0.dds (the one that is to be displayed instead of your red square)
  18. You need a program like FRAPS to do that. There is nothing in game to save a replay of the battles.
  19. Thanks a lot Arzok for pointing me in the right direction. There really was a problem with LINETANKHUMAN and the RECT (I checked the documentation, and it is not working with areas, and it is said about the RunCommand "If a group of units moves to the script area RECT, no formation is used since a random point is selected within the area". So the SetGroupFormation command was useless, but made the computer struggle with the framerates. I also checked the trigger in my previous mission in ToW2 Africa, and not surprisingly, the SetGroupFormation ( "AB_Inf_1" , LINETANKHUMAN ) was not there.
  20. Is something wrong with the way I've written this trigger? Because as soon as the script is processing the GetNUnitsInArea command (every 5 seconds, if I'm not mistaken), the game pause for about one second). Group AB_Platcom_1 is a group made of 2 squads for a total of 15 soldiers, and AB_Inf1 a group of 2 infantry squad for a total of 20 members only, so I'm surprised that it could be so heavy to process. I've a grand total of 130 units on the map (all infantry except 2 HMG and 2 trucks). This exact same mission (with the same trigger) was running very well in ToW2 Africa (with a total of about 125 units, one of the trucks being replaced by a HMG)
  21. I have the same same problem. but not just with the Tiger. It affects all vehicles I believe, even airplanes. I have noticed an other bug (a very small one almost invisible); it must have something to do with the hook for grenades on german soldiers: when a soldier has a PWM in hand, it looks like both the hook and the PWM are shown. The Stielhandgranate displays correctly, but there is no model to be seen in the soldier's hand when the egg grenade is selected. A screenshot of the PWM: It
  22. The suppression fire seems to be working very well in the game - too well sometime, when the player is at the receiving end An infantryman in the game will become restless when too many shots are landing near him (he'll rather try to find cover than to shot back). some other comments: The 88mm gun really is shooting at ennemy aircraft in the game. The only thing is that it's not very efficient, because 88mm AA guns were not used to shoot individually at low flying aircraft. They were used in batteries of several guns, trying to put as much lead flying as possible in a detemined area. In game, having one or two 88mm guns for AA defence is like a waste. their low rate of fire makes them almost useless against low flying, fast moving aircraft (sometime, one does not even notice they're firing). They're more usefull in the game against armored ground targets. Against aircraft in game, the best defense is either machine guns or 20mm autocannons (the russian 14,5 DshK is really good for this). Even the 37mm guns have too slow a rate of fire to be really effective against aircraft maneuvering at such low altitude. For AAA defense, I'll first make use of the cover afforded by trees, trying as much as possible to have my guns and vehicles lying in hiding under trees, hopefully protecting them a little better from the preying eyes of ennemy aircraft. I'll generally choose a SdKfz-222 to provide a meager AA defense instead of the more obvious choice of a quadruple 20mm guns mount on a halftrack, because I might be able to use it more efficiently during the latest stages of the battles, to help during mopping-up. The quadruple mount is very effective against A/C though, and the weight of fire is it can deliver is good against infantry and lightly armored vehicles , but it is a bit risky, as it can easily be put out of action by small arms fire. As for the infantry: I'll try to use my scouts to discover ennemy dispositions, but I'll not rely on them toĆ  much, because usually they'll be targeted by ennemy artillery before they can spot anything, even with 90% scouting skill. The best "scouts" in game are the heavy tanks, because they'll attract a lot of fire (that will make the ennemy reveal itself), are able to stand a lot of punishement, and their optical devices seems to be much more useful than the AI infantry naked eye, even with their reduced field of view. The threath provided by minefields is such that I'll never commit all my infantry to an attack; I'll rather send a few squad members to act as "cannon fodder" to blow on the mines. We've no infantry dedicated to mine clearing (what's the use of the engineer squad, except to act as an assault squad against lightly armored vehicles?). Once the mine threath as been identified, I'll assume that the minefield is mined with both anti-personnel and antitank mines. If some soldiers manage to cross the minefield unscathed, I'll send a light tank on the exact same path. It'll hopefully clear some more mines by rolling on them, and if it's track are damaged or if it's destroyed by an AT-mine, the loss is less grievous than having a heavier tank being immobilized in a place where he can no longer take part in the fighting. But before sending such a tank, I'll have made sure that he had prieviously expendend most of its HE ammo load to soften ennemy defenses. I'll have the rest of the infantry following the same path, so that most of them will cross without hiting a mine. For infantry, movement mode and body stance seems to make all the difference between survival and death. I'll have them move with the "move" command only when they're well away from ennemy sight. Other than that, I'll have them moving at all times only by lying low and crawling. I'll make them kneel only if I need them to move quickly to one spot or an other. I don't understand how spotting is working with the AI infantry, so I'll use the infantry only to occupy the terrain and mostly, to man the abandonned ennemy weapons (HMG, guns and mortars should be captured as much as possible for the added fire power they'll provide). I will never have the infantry do the actual fighting, as they seem unable to spot anything most of the time, even not guns standing right in front of them at a few meters. I'll simply hope that they can provide additional firing weight in case an ennemy unit they're able to spot is closing on them. There is two movement modes to choose from when moving in combat: "storm/assault" mode and "attack/fire" mode. Storm mode will make the soldiers move to the choosen destination as fast as they can, only firing from time to time at a visible ennemy. The AI will prioritize movement over firing, so the soldiers will quickly rally on their objective. The drawback is that as they'll attempt to move rather than shoot, they're more vulnerable to ennemy fire. Attack mode will make the AI prioritize shooting over moving. This mode seems better adapted for the soldiers survivability, as they'll move only untill they spot an ennemy. Once an ennemy is spotted, they'll stop moving, and will shoot at the target untill it is either dead or no longer in sight, in which case they'll resume moving toward their intended destination as long as they don't spot an other ennemy. Their movement will be slower and if many targets are presenting, they might keep firing and quickly get out of ammo before reaching their destination. There is one drawback though (and a big one, in my opinion): the AI will prioritize engagement over movement, but will move toward anything in sight if they don't have a direct line of fire, even ennemies located on the other side of the map, more than a kilometer away. Let's say that you want your guys to move toward a gun pit 25m in front of them. They'll move there unless they spot (or are aware of) someone in an other place, in which case, they'll change their heading and start to chase the new target, even if it's several hundred meters away, and even in the opposite direction to the direction you wanted them to move. They'll forget your order to "attack" the gun pit near them, and will most probably enter danger zones and minefield away from your carefully planned attack path. They'll move to the gun pit only if they've no longer line of sight on a possible target. This make the attack mode useless unless the only targets visible are located close to the gun pit. If the decision to engage and move toward targets out of LOF was limited to a certain distance around the intended destination point, it will work perfectly, but this is not the case. So, most of the time, I'll stick with the assault/storm order, even if it means my guys will be more often shot at than they'll shoot at the ennemy. When moving, I'll try to have two squad overlapping in their movement: one is moving while the other is stationary, ready to fire on any new discovered treath. I'll have a tank or light armored vehicle doing the same thing, to provide added fire support when possible. I'll do my best to have the crew of any destroyed vehicle survive the battle, to try to keep the benefits of any experience they might have gained during the fight. Sometime, there is the urge to use these crew as extra infantry, after having equipped them with weapons captured from the ennemy (all the more when your infantry force starts to dwindle). I'll try to refrain doing that, as i think risking them would be a waste.
  23. I still have to get past the first german mission of the campaign, due to frame rates becoming so low that the game is unplayable after a while, so my considerations are based only from what experience I could get with this first mission. As to my order of battle: I too think that one should use its heaviest weapons right from the beginning. At least one Tiger is a must have (this will allow the crew to build some experience, hopefully, and it is your most resilient asset, so it's well worth the points investment). Next, I'll field several Panthers, for the same reasons, and because they're cheaper. I'll keep this lot well toward the rear, in a hull down position. Their powerfull guns will be able to damage the ennemy from there while they'll almost be impervious to ennemy fire, except the occasional track damage. For the remaining tank slots, I'll fill them with an occasional Pz-IV and mostly Pz-III. The really good tanks, I'll use only from a distance, to keep them from arm. The lighter tanks I'll use as close infantry support during the attack, but only after the ennemy has been softened. I'll favor the lightest tanks because they've more ammunition than a Panther. I'll have them expend most of their HE ammo load trying to soften ennemy defense before moving closer at a range where they'll be more vulnerable. I'll take one SdKfz-251/2 as mortar support (not that it's very accurate (helpful), but it has a lot of ammo, and can land some lucky shots) Then I'll take two LeIG18 who will be used to soften the ennemy defences, remaining in the rear well hidden. I'll keep them apart from the rest of my troops, and apart from each other too, as I don't want anyone to trigger an unwelcome mortar attack near them. They're great because they're quite accurate, can provide indirect fire from virtually any position, and have a lot of ammo. I would favor the 75mm guns rather than the SPGs because they've a higher ammo supply. 24 round for a Wespe is not much. I wish ToW2 Kursk would allow us to choose some ammunition carriers to replenish the ammo loadout of the SPGs. At least, it would compensate their high cost (justified only from the extra mobility the SPG provides). most of the time, I'll not choose SPG because their ammo load is too small, and their indirect fire capability is inferior to the LeIG18.
  24. Try to run the other editors (ToW and ToW2 africa) in "run as admin" mode also: they're working with Vista
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