Kiwi100
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Posts posted by Kiwi100
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I found out what is going wrong. The Filesid.ini file does not include the new vehicles from the mod. Anyone know where to get an updated filesid from?
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Thanks Sneaksie, I have download the balancemod file and load in my game and it works, I can find and use the new tanks in the order of battle of any single mission and play it.
But I don't understand because I cannot find the new tanks (Matilda, Chuchill, Stug etc.) in the mission-campaign editor.
Maybe, there are files to edit o to make configuration.
P.S. I have ToW2 ver. 1.3.0. and balanemod129.
I'm having the same problem. Not sure why?
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Yes, it affects a radius around the vehicle. I have no idea what it is Well, other than it is large enough that if detonated outside of that radius it wouldn't likely cause damage to the vehicle with the ECM.
There's nothing to do in terms of planning. You just drive around and you'll never know if you got saved by it or not. From Red's side there's no planning either because it either goes off when you want it to or it doesn't. The only other option for Red is to purchase pressure plate or wired IEDs (if that is an option) instead of the radio/cellphone type.
Steve
Thanks again Steve. My main point for planning data was to determine order of march, where and how far to put my ECM equipped vehicles from my none ECM equipped vehicles.
I guess if the radius is close to the vehicle then it may not allow enough spacing between vehicles to be tactically viable to plan vehicle packages.
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With regards to actual tactics, I like to recon thoroughly before I commit my force to any attack. The more I know about enemy positions the better. I try to find reasonably well concealed positions from which to observe as much of the board as is possible. Then I like to form a powerful firebase to overwatch while one or two split sections/squads scout carefully ahead. Once enemy units expose their positions I hammer them with every unit that has C2 knowledge of their position. I try very hard not to cheat and issue Target commands to units that haven't spotted the enemy at least to '?' level. And most of the time I am able to do this as well. If I have artillery and air support, I use them to overwhelm enemy strongpoints before sending in the footsloggers. I will also speculatively take out suspected enemy strongpoints in this way if I have sufficient ammo. (I usually design my own missions to favour my own style of play)
Gosh, you must be in utopia. I wish I was that skillfill. From my experience reece leads you to fight the red dots you've discovered only to get bitten in the ass by the ones you've not found. While I agree it's very important to know as much of the enemy as possible I find it very hard to discover enough not to treat the plan as just another advance-to-contact with plenty of security (overwatch/flank protection/firepower etc)......
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Over cautious at first then panic in the final 15 minutes when I'm most of the map away from the objectives, leading to mounted APCs being rushed forward with no covering fire and all my arty falling around the men as they dismount into withering, unsuppressed enemy fire and friendly airbursts before they turn into crosses or exclamation marks around the burning, exploding wrecks of their only way out of there as the heavy armour that could have done them some good is either mercilessly pounding the target I gave them 20 minutes ago or is leading the charge and looking like a electromagnet in a scrapheap as they are ablated down to the chassis.
Promotion is on the cards I feel.
That's quality! I know why every is smiling...we've all been there. Thank goodness it's only a game.
I tend to be quite cautious. I tend to do an Al Alamein when ever I can. Loads of Arty followed by dismounted infantry overwatched by armour.
Just as well there's no civis around because I'm very liberal with the firepower......saves my soldiers though.
Tend to have a good look at the ground before charging forward with or in my armour.....probably more so then I could in reality.
......After all that the above ends up happening.
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I can confirm that the ECM stuff does nothing against pressure plate or hard wire detonated IEDs. Since the info is all classified, and we didn't feel like trying to bribe Lt. Mike into committing treason , we simply stuck in a variable which greatly reduces the chances of radio/cellphone IEDs detonating when the operators want them to. It's the best we can do with the limited information we have.
Steve
Sounds good to me. Thanks for that Steve.
Can you confirm if it affects a radius around the vehicle and a planning guide as to what that might be? Only game data....we don't what you committing treason either.
Any plans for dismounted ECM system simulation for future releases/patches?
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Yip. It's not difficult to see why that would be the case. Hopefully the game is a little more forth coming. It could get a bit tricky developing force packages without the data.
I'm surprised that the US vehicles that would normally have ECM don't appear to have any even in 1.20. You would expect them to have an ECM capability on at least some of their vehicle types.
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Thanks for the responses. I guess the next questions is to what range they are effective? It will probably come down to trial and error to try to find out.
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I was wondering if anyone knew how ECM worked in the game. Does a single vehicle create an ECM bubble that will protect others around it?
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Great work! Thanks for your efforts it is certainly making the game more enjoyable.
Have you thought about doing the Churchill tank?
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I have only just brought this game but I am really enjoying it. I'm a little fustrated with the lack of british tanks as well. I would have thought the Churchill would have been included. I would have also hoped for some 17lb guns as well. According to wiki (that reputable source) about 100 of the 17lb guns were rushed to the Middle East on 25lb gun carriges to counter the Tiger threat. They first saw action in Feb 1943.
Is it me or or is any one else wondering why the British can't use the M4 or M3 tanks?
I guess it may come down to those talented individuals who can mod the game for the rest of us.
Still it won't stop me playing the game.
Balance mod
in Theatre of War 2
Posted
Tartari,
Thanks for the help. I had to delete a couple of lines to make it work. I think you had an extra tank and some additional Itailian units. Still its seems to be working fine.