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Bulletpoint

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Everything posted by Bulletpoint

  1. Thanks for testing it out. I think what happened might have been that squad 1 was in a fight and took casualties, which then reduced the morale of the whole platoon, including squad 2, even if squad 2 was in a safe place. Morale impacts hit all units under the same commander.
  2. You wouldn't have to carry the whole cost yourself, because I would buy a copy Probably a few others would, too.
  3. Good point, but I just meant that being out of C2 does not in itself make troops jittery, as far as I know.
  4. Are you sure about this? I thought morale states were only reduced by suppression and casualties, not being out of C2 (but certainly being in C2 helps recover morale lost). And I've never noticed enemy contact icons affecting morale at all.
  5. Sounds nice and bassy, almost like the .50 cal, but maybe it's firing too slowly? I read somewhere that most MG42s you see firing on youtube today are chambered for a different round, and that their firing speed has been reduced. I also read that the real guns fired so fast that it sounded more like tearing fabric.
  6. Or maybe the AI is programmed to avoid running through discovered minefields. When the crab clears a mined square, that spot becomes known as a minefield, even though it's now nearly 100% safe. So infantry will still try to avoid it.
  7. I think the problems with the AI trying to fall back and running into the street is due to the pathfinding being unable to plot a path through buildings. You can see the same happening if you have a squad in front of a long block of buildings, and you plot a single movement order to the street on the other side of the block. The guys will not go through the buildings, they will run around - even if it's a long detour. So basically the evade AI is trying to do the same thing in your example with the courtyard and walls, @Macisle.
  8. If I ever win the Powerball Lottery, then we are totally going to do this.
  9. The problem is not that they shoot panzerfausts at infantry, but that they shoot them at infantry in the open.
  10. Yes, but we are talking dawn and dusk settings. This discussion seems to be going in circles
  11. It's not pitch dark in the game either. In fact spotting distances 30 minutes before sunrise in good weather are typically several times full darkness. If it's not pitch black, then why are vehicles bumping into each other or running over infantry without being spotted?
  12. I am aware of this, and it generally makes sense. But in this case we are talking about conditions that are so dark that I can walk straight into the side of a tank. How would I be able to move about at all? If I had a compass with glow-in-the-dark markings, I might know which general direction I'm heading, but I would bump into trees and fall down all the time. Did WW2 soldiers have some kind of very dim flashlight that would illuminate just enough to navigate on foot, but not be seen from a distance? Maybe with a red filter? In any case, I'm surprised conditions are so dark in dawn/dusk settings. The hour before sunrise or sunset it is not pitch dark, neither in summer nor in winter. It's just that in winter, dawn comes much later than in summer - in Northern Europe at least.
  13. I agree that the countryside can get really dark, but if it's so dark that you can drive straight into an enemy Panzer, how are you able to drive your vehicle anywhere at all? How are soldiers able to move about the terrain? Not giving you any snark here, it just seems odd to me that we are able to play battles and maneuver with zero visibility. I know vehicles had blinded headlights to avoid being seen from the air, but I assume they would be seen from the ground. Especially from the front. Also, why is it so dark around dawn and dusk? I would expect that sort of darkness in the middle of the night, not around sunrise/sunset.
  14. @Artemis258 I think the problems might be caused by the mist. Recently I played a PBEM with a very similar problem, also in twilight misty conditions. Armoured cars physically bumping against each other but not spotting anything for 1-2 minutes. Just a theory, in case someone is curious and would like to test it out.
  15. I'm not sure this is high value. Of course more is cool, especially the multi size of the same species, but there already is quite a few varieties and adding them is more work and more computing load so I'm not sure if it ranks high enough for me to ask for with the current engine. That's cool. We all have our own takes on what we think would be worthwhile. For me it would be. And if I couldn't get different sizes of the same trees, then some more vegetation in the size interval between bushes and trees would be really nice. Currently, it's either those little pretty "rose bushes" or proper trees. In real life, there are many sizes in between.
  16. Yuck, more work for scenario designers. Pass thanks. Well it would just be an option to use in those rare cases wher fine-tuning th elocation of a tree is useful. In other cases, it would work as it does currently, so there wouldn't be more work for the designer unless he wanted to.
  17. If it's foggy and max visibility is 300m, then it would be brilliant to show that to the player using the graphics, instead of having to draw a target line and notice where it gets cut off. So basically, if you placed the camera at ground level, your view would be white-out after 300 metres. But with a toggle option to make the fog lift to see the big picture just like the night lighting option. More varieties and sizes of trees and shrubs for more variety and realistic flowing nature. It's not bad currently, but variety is the spice of life. I'd love to see three sizes of every species of tree. Maybe an option to fine-tune the position of trees within each square? Even if restricted to grid-placed trees. More seamless blending of ground textures at all camera elevations. Currently, some blend nicely but others seem to stand out and clash against each other, especially when lifting up the camera some distance from the ground. Something about moire patterns in ploughed fields. Hit decals for buildings. Or if that's too difficult, just a few more damage states (textures) would be nice. Scorched textures for tanks when they catch fire. Various real damage models would also be great, but just a burnt-out texture for each vehicle would go a long way without too (?) much extra work.
  18. This forum has a very nice filter function that you can use to block me and any other horrible person here who might say something you disagree with. Then you can be in your safe space. Peace out from the psychedelic hippie
  19. I don't know what version of the game they were playing. I loaded up the demo and started to feel nauseaus from the the flickering shadows and the swirling psychedelic moire patterns in the plowed fields, until the point where I had to quit the game. The review would come off as more credible if it had said something along the lines of "great gameplay, shame about the graphics".
  20. Thank you for testing it out. What experience level were the crews? In my game, they were green.
  21. As long as the squad is together, they all benefit from the squad leader's binoculars, I believe. Also, I think they benefit from the squad leader's leadership rating. Once you split the squad, the individual teams tend to have the same leadership scores as the parent squad, but I'm not sure this leadership bonus actually counts unless there's a designated "leader" or "assistant leader" in the team... drifting into speculation here.
  22. That's not very close for canister. That's actually starting to get close to its effective range limit. In the interest of exactness, I went back and checked the savegame. I was ordering the scout car to area fire at a house 81m away, but it spotted some infantry in another house at 60m distance and engaged them with canister instead of its given target. Then it started firing HE at the targeted house but quickly spotted infantry in a house at 122m distance and started firing canister at them instead. Then it went back to firing HE at the given target.
  23. I remember one of the missons from Scottish Corridor I knocked out a Tiger frontally with a 57mm gun In any case, at close ranges the Panthers usually get hit on the mantlet, knocking out the main gun. Happens all the time in my games. But again, I'm not saying your campaign wont be great. It's just extremely difficult to make good (enjoyable) scenarios with the AI on the attack, that's all. In my humble opinion.
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