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Bud Backer

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Posts posted by Bud Backer

  1. I'm trying to create ad hoc small battles. The idea is to play on really small maps with very small forces so that a friend and I can learn the game in stages. Plus both of us enjoy small engagements.

    Quick Battles seem to have a minimum of almost 1,000 points to spend. Am I doing it wrong, I thought one could get less than that, but when I set map size on tiny and battle size on tiny, that seems to be what I get.

    Frankly I was hoping for Half that. Aside from self-limiting ourselves, is there a way to make Quick Battles offer fewer points to both sides?

  2. That's because every Formation you buy has a surcharge of 50 points. Likewise, every "Individual vehicle/team" you buy has a surcharge of 15 points. This is so you can't buy a hatful of different formations and pick only the very best elements out of them without paying a premium; you're better to buy 3 spare bazooka teams than an airborne company HQ which includes a few zook teams (or whatever).

    Ah, perfect, that makes complete sense. Thank you!

  3. The 163+ is the lowest case cost of the units within the Flak Battery. Although sometimes it could be lower than that and it is very often higher.

    Ah, so I was right. I thought it had to be the individual cost, but sometimes indeed the actual cost was lower than the base cost.

    The only thing that remains unexplained is why when I buy a recon section, I'll get cost 130 and 80, and upon purchase I'll have one unit that costs 80, but the formation (which appears to be just that one unit) cost me 130? You'd thibk that for one unit formation and unit cost would be the same.

  4. Now that I've got the game running with 3.11, I was experimenting with Quickbattles and I'm confused about the costs.

    When I click to see what comprises, say, a flak battery, I'll see a cost of 1000, but below that is a cost of 163+. What is this second number?

    When I purchased the unit, the 1000 points would be matching but the individual flak units in the battery would not be 163 pts.

    What am I missing?

  5. Just to confim, the reasons they aren't mobile is they have a detachable wheel carriage. We'd have to write some pretty extensive coding to have the game know what to do with that. Not to mention the animations for them.

    In CMx1 we could get away with the wheels disappearing/appearing in thin air when needed because EVERYTHING in CMx1 was extremely abstracted. Having magical teleportation properties in CMx2 is not something we think will work, so we aren't planning on doing anything about it.

    Steve

    Thanks for the explanation, Steve.

  6. Hi John,

    Thanks for the info. Yes, that is more or less what I had in mind. No question, it's not a lightweight little toy, but it still significantly less than say, the Pak40, which weighs some 1425 kg (3100+ lbs).

    I think as pointed out previously the issue here is not truly weight or deployment times; we see in-game mobile ATGS slower to set up and of greater weight. It was a design decision. I wish it were otherwise, but at least we have them in the game at all. Perhaps eventually they will be mobile too, and I'd pay for the upgrade to see it happen. :)

  7. It was obviously a choice to make them immovable. If I had to guess it would be that the additional 'stuff' like the detachable wheels and the extra crew movements required for making them movable was not worth the effort to make them movable. Fortunately if you want a FLAK gun that moves you can always use the various models of SdKfz with the FLAK mountings. Those vehicles were specifically designed as mobile FLAK, unlike the guns that are being asked about.

    In anticipation of the next obvious response of 'In spite of the decision to make them immovable we want them to move like AT guns even if we can't see the wheels detach etc' this is probably not something that is going to be changed or altered in any way in a patch. Perhaps it might be revisited in the distant future some day, but in the mean time you will probably have to deal with it as is and stick to the SdKfz versions of FLAK if you want to move them around.

    LOL I wasn't going to ask that "next obvious question" actually.

    Indeed, if I need a *mobile* light AA unit I will indeed buy one of those spiffy SdKfz's so equipped.

    Thank you for the info, it confirmed what I suspected but it's nice when someone in the know can support my assumption.

  8. The screen grabs in the manual's encyclopedia probably came from a beta build before changes to the UI were made so that static guns would not show pack-up/deploy times.

    Ok, that makes sense to me. Thank you.

    Still leaves the one question: is this because these weapons are really that much more static than an ATG, or is there some other consideration?

  9. A fair question; was wondering the same thing.

    It certainly states that AA guns cannot be moved, in the manual but there is no explanation as to the logic underpinning that decision, especially for the smaller pieces.

    Andf I don't mind that there are some engine constraints. Just say it's so, or why it was decided that way.

  10. I'm sorry if this has been discussed elsewhere and I missed it, I did not see such a thread. If I have, please point me there.

    I'm wondering why light AA is fixed in place and cannot be moved. Is a 20mm AAgun that much less mobile than a 50mm ATG?

    Also, the encyclopedia lists a setup and limber time for these weapons. Is that purely for curiosity sake because it then clearly says they cannot be limbered or set up in game.

    I'm not complaining, I'm just trying to understand, that's all.

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