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Paulverisor64

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Posts posted by Paulverisor64

  1. Dont forget to launch the game with full administrator rights, or the mission generator is probably not going to work.

    It is working for me, so it should for other peoples as well

    Thank you,

    Administrator Rights was exactly the issue I was running into.

    I wouldn't be surprised if there weren't other issues in regards to Administrator Rights. This clears up my being able to play tonight.

    Thanks again

  2. I haven't had time to really play this game yet but I am discouraged that the 1st thing that I've tried doesn't appear to work.

    I have tried setting up a game from the Mission Generator and in all cases it has generated a game.

    I get a brief Please Wait message which returns me to the Mission Generator screen but nothing happens.

  3. If I were a betting man I would think Tuesday will be the day of release.

    For whatever reason most games seem to release on Tuesday.

    Secondly that would fall a day earlier than the end of the 4 to 6 week pre-release cushion which Moon stated in another thread. I know Moon also stated that this game would release the 1st week of March but I wouldn't be surprised if there was a game zapping last minute bug that was discovered.

    I'm anxious for the game to release, but as many people have stated; it is much more important that the game will be released with minimal bugs.

  4. Hmm... going from memory here but I think your account can only be associated with one email address. Simply forward the relevant email(s) your going to get with the download info and key to your brother. He does not need to have access to your store account in order to play or download. All he needs really is the license key. He can then make a new account himself and use your key to download the game.

    Thank you so much for answering my question prior to the release of the game. I would like to extend some of the priveleges of pre-release to my brother. I consider it nice to have a hard copy of the manual for reading away from the computer. I also prefer CD over internet download, but internet download allows you to start right away.

    What you suggest does seem to make sense. By forwarding the download license it would allow the other person to download to the criteria found in the e-mail. As long as the other person sets up an independent account things should be good to go. Crossing fingers. I will now submit my order.

  5. What do you mean by 'trouble triggering'?

    New MP mode (control of one or several locations) appeared in Africa. In Kursk MP, you can call for reinforcements, air and artillery support just like in the singleplayer.

    I believe what was referred to in Arzok's post had to do with how well the AI reacted on the map to threats. If there were 2 threats for the enemy would it confuse the AI? Does the AI do an offensive against you well?

    What difficulty level(s) does the AI operate under in MP mode?

    I hope I'm not being annoying asking questions but my decision is coming down to the wire.

  6. If you couldn't select some scenarios in MP, it means they weren't suited for the settings you chose. For example, you set a 4 player game and 2-player maps became unavailable. In addition, try to select various mp modes on the left - some scenarios were made for attack/defend mode and some for others.

    You might be right; if I chose a 2 player map perhaps the greyed out maps might become available. I guess this would be minor regardless as I do not have any friends who own TOW Africa.

    My primary question would be how the Co-op experience may have evolved since TOW 1 and 2?

    1) What play level can AI be?

    2) Does the AI have trouble triggering?

  7. I did verify that I could indeed spawn a multiplayer game with bots in both LAN and IP type games.

    co-op against the commputer is possible in TOW 1 also.

    But there is no specific triggers for that, so the IA is not a good opponent.

    It is the only limitation I think.

    Would this statement be true of TOW Africa and TOW Kursk? Does the AI have trouble triggering their response to a human opponent?

    In the short scenarios I played the enemy was in a static defensive position in which it appeared that they played half way decent.

    It did not appear you could set the difficulty level of the opponent.

    It didn't appear possible to play all the maps. I rotated through the game types and there were a few scenarios that it didn't appear possible to play.

    I'm not really judging TOW 2 Africa but it's good to know Cooperative play is possible in this game.

    I am curious about how Co-op Tow Kursk stacks up.

  8. Coop is possible of course. Set up a multiplayer game with you and your friend(s) in one team and AIs in another, thats all.

    That does sound quite simple. Does this work for LAN as well as over the internet?

    Before asking my question I went into TOW Africa's Multiplayer but didn't see how it was possible. I also didn't see any documentation describing how this would be possible. Is this new in TOW Kursk?

  9. Hello,

    With regards scouting:

    I have noticed in the game there are infantry squads and of course recon vehicles whose intended role is scouting, the infantry squad even sports the name "Scouts".

    I have tried out a few games in the Kursk battle generator to see if there was any difference between regular soldiers and scouts with regards their skills.

    The result was that there was no difference at all. The men had no scouting skill at all.

    Would it be possible in the full version of the Kursk game to make it standard for recon vehicle crews and dedicated scout squads to have some scouting skill from the very beginning?

    Is there a way of modding the data files myself to make this appear in my games if it is not wanted in the mainstream version?

    Generally speaking, infantry and light vehicles do not last very many missions and do not get much of a chance to gain this skill in the field. While such skills are honed on the battlefield they should be there in some measure to begin with.

    By including the scouting skill from the very beginning this would reflect their off map prior training, specialisation and aptitude.

    What do you think?

    Alan

    You would have my vote.

    The 1st time I took the "scout" vehicles out for a test drive in the German scenario they were riddled ineffective within seconds. Since then I do not buy "scout" vehicles unless there is no other option.

    The SDKFZ 232 historically had another benefit other than it's scouting role in this game and that was radio communications. It doesn't appear either benefit appears in this game.

    It would be very nice to have some slight edge which made it practical to put scout units on the battlefield. Someone might suggest speed is their benefit; but I didn't see any good opportunities to put this in practice.

    A slight spotting advantage would go a long ways towards making scouts effective.

  10. So it appears that Co-op against the computer is not possible. That is too bad.

    I have been wanting to buy my brother this game for his birthday. He doesn't have very much time to devote to fun and games. If I can't be on the same side of the battlefield watching over how he prepares for war I know he wouldn't have the time to learn this game on his own. I guess this won't work out. :-(

  11. I bought TOW Africa as a way of getting practice prior to TOW Kursk. I didn't have high expectations but was very pleasantly surprised with the game. In many respects this plays the same as TOW Kursk and the graphics were surprisingly good.

    The whole TOW experience has quirks to it; but once you climb those hurdles it's a great game to play.

  12. In the game forum in which I frequent the most I've been attempting to get people to try out Theatre of War; as I personally really enjoy it.

    For what ever reason this is a hard sale. That is why I have asked the question in the 1st place. This game feels more realistic than any other WWII game I've played but I just can't place why that is in the comparison between Men of War. I'd like to have people just try it out.

    As far as hesitance to try it people have cited how bad TOW 1 was in their experience. Armchair General's review points out how TOW 2 Kursk has matured since the early title. Another person cited their displeasure with Combat Mission Shock Force in how clunky the interface was.

    If there are any hard facts about this upcoming game I'd like to share them.

  13. MoW does indeed model armor penetration, however it doesn't seem as accurately done as ToW in my opinion. Though i believe they may of made it less realistic to make it more entertaining.

    If you want an example of how ToW differs from the others, set up a battle in the generator giving yourself 1(or 2..) Tiger tank(s) and put it up against 5-10 weak and useless tanks that wouldn't of been able to defeat a Tiger in real life.

    In a game like CoH you will eventually lose your tank(s) due to the hitpoints dropping, as you say a shot to the rear is more effective, but even multiple shots to the front of a heavily armored tank in CoH will result in it eventually being destroyed.

    In MoW, it seems that even the weaker tanks can get in a lucky shot on a heavily armored vehicle, i've lost tanks when i don't think i should of, but they have done a decent job with the angles and such.

    In ToW, they've followed history well and a tank that should survive, will survive. I've done something similar before on the flat open desert map that somebody put up in the repository, 4 Tigers against about 20-30 Stuart tanks. I don't think i lost a single tank, but they all were destroyed fairly quickly.

    Well that's what i've discovered anyway, there are folks from the 1C team that post here so they should be able to explain how MoW differs from ToW.

    In Kursk it will be alot easier to tell how they've modelled the penetration, because of that handy F4 button. :)

    It does appear you've put a lot of study into the strength of the Tiger tank in this game vs. other Soviet tanks. I'm sure there are times when a lucky shot will take out a Tiger but more likely it would just take out a track without a critical hit. That is pretty much what I've witnessed in the demo.

    Hopefully at some point someone will put together a guide which shows the strength of all the tanks and their firepower, such as was done in Combat Mission. (Perhaps that data would be very close to what is modeled in this game).

    Thank you for pointing out that F4 is the hotkey for viewing tank damage. There are many times when I've been curious about what went wrong.

  14. I'm loving the demo thanks very much - but I have some issues with infantry, so rather than posting a new topic I thought I would add my questions to this.

    Basically, how are you supposed to use infantry successfully in this game?

    I have found that I have to 'sneak' and 'ambush' JUST to stay alive. If I use 'move' or 'storm' or anything like that to get to a position quicker, I get toasted by HMG fire/AT fire or by unseen AAA fire from serious distances. The men get mown down too quickly in my opinion. It seems the enemy HMG is ridiculously accurate at extreme distances, and then there are those pesky AA guns that seem to be able to shoot into the air AND at the ground with inpunity. I've obviously got a lot to learn, and I'm happy to experiment, but at the moment the only way I can really successfully advance is by using a couple of Panthers or a Tiger, and use them solely. Anything else seems to attract the attention of every enemy on the map! So I've been having to keep my infantry way back, out of sight. I cant advance them at all unless i use gamey tactics and send them up the flanks, and then the map runs out.. :) Even then, I will lose the majority. Also, aren't the German tanks supposed to have smoke rounds? I can't even smoke my way across the map because my 81mm mortars expend their rounds too quickly.

    Any ideas?

    I am loving the demo as well but there does seem to be an imbalance issue. It seems that target acquisitioning on the infantry is way to easy, and the enemy always seems the enemy outnumbers you by a considerable margin. Consequently I play this game at easy level which gives my tanks an advantage. I send my tiger tanks out to draw the AA and AT fire and eliminate them. I then send my light armored vehicles out to draw heavy machine gun fire and eliminate them. I then have the tanks and light armor focussed on the enemy concentration areas and advance my infantry. As soon as the AI forces accross the map attack I snuff them out with my combined armor forces and mortar fire. I really don't know whether that would be close to real life; but that makes the scenario survivable.

  15. Theatre of War Africa and Theatre of War Kursk have a very realistic feel to them but I can't put my finger on what seperates this game from other games out there.

    For instance when I play Company of Heroes I know that hitting a tank from the rear will produce better results than a head to head battle. What difference is there in damage modeling from TOW? I have noticed differences but not directly tied to the armor damage modeling. If I'm not mistaken damage in Company of Heroes is tied to hit points; how does this differ from TOW?

    I personally don't believe the game Men of War has a realistic feel to it. I pointed out to a friend that TOW models armor penetration better than Men of War. His reply was that Men of War models armor penetration. Somewhere online I read that TOW models damage better than Men of War; if so in what way would that be?

    In real life you would have factors which influence how much damage armor could take. I've seen instances in this game where the slope of armor reflects away the damage. Otherwise what makes TOW more real to life in the way determinations are made to whether the armor survives the hit?

  16. In multiplayer would there be any posibility of a Co-op mode; where 2 friends could command their troops against a common enemy?

    I've played several games of Company of Heroes where I could help someone else learn the game by being on the same side and help them play the game by looking over their army group.

    I'm playing another game right now Hearts of Iron III where we are having fun planning the grand scheme of battle cooperatively.

    There is another down and upside to this. Typically playing in Co-op it makes it necessary to have more troops to command (as in 2 vs 2). (2 humans vs 2 AI) The downside is that this counts lower scale computers out. The additional upside is that the scale of operations would be awesome.

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