GrouchoMarxist Posted May 11, 2003 Share Posted May 11, 2003 Sorry if this has been dealt with before, but what is the reason that I can't get (for instance) 81mm mortar spotters to ride on anything. Is this by accident or design, and if design, why? Second Q: how often does autosave happen? 0 Quote Link to comment Share on other sites More sharing options...
nevermind Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by GrouchoMarxist: Sorry if this has been dealt with before, but what is the reason that I can't get (for instance) 81mm mortar spotters to ride on anything. Is this by accident or design, and if design, why? Second Q: how often does autosave happen? 1)They have to have a radio to embark 2)Not certain,but i think at either the start of each turn,or the end when you hit "done" 0 Quote Link to comment Share on other sites More sharing options...
V Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by GrouchoMarxist: Sorry if this has been dealt with before, but what is the reason that I can't get (for instance) 81mm mortar spotters to ride on anything. Is this by accident or design, and if design, why?If it is not a radio spotter they cannot embark. I think this is because they use telephones which are attached by, obviously, telephone cable to their battery in the rear. They have to lay the cable where ever they go. Second Q: how often does autosave happen? I believe this should be in your manual. EDIT: actually, all of this should be in the manual. You should consult it. There is no other game with a better manual, so take advantage. And if you don't have a manual, then, well... [ May 10, 2003, 07:30 PM: Message edited by: V ] 0 Quote Link to comment Share on other sites More sharing options...
GrouchoMarxist Posted May 11, 2003 Author Share Posted May 11, 2003 EDIT: actually, all of this should be in the manual. You should consult it. There is no other game with a better manual, so take advantage. And if you don't have a manual, then, well... This is, to its undying credit, a very complex game. And while there may be no game with a better manual, there ARE definitely game manuals with better indexes (indeces, or whatever the plural is). Not wanting to start a holy war, it's just the way that it is. (And yes, I have d/l'd the index provided here, but I still can't always find what I want.) I did find the bit about spotters with radios vs. telephones, but it didn't categorically say that those with telephones couldn't embark. Reading again it is kind of implicit, but I think possible to brush over without realising. As for the autosave bit, I honestly can't find it. EDIT: I did find the bit about spotters with radios vs. telephones, but it didn't categorically say that those with telephones couldn't embark. Actually, it does....later on in the Ostfront chapter. Last comment in the Artillery section. Not wanting to press the issue, but a good example of how things can ellude you in the minute detail of this game and navigating the manual. That's not so much a complaint as it is a statement of fact. Kind of like grappling with Photoshop. The enormity can be daunting, but the results are worth it. [ May 11, 2003, 09:16 AM: Message edited by: GrouchoMarxist ] 0 Quote Link to comment Share on other sites More sharing options...
Krazy Canuck Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by GrouchoMarxist: As for the autosave bit, I honestly can't find it. Everytime you alt+a to quit the game, the previous turn is autosaved. rgds., KC 0 Quote Link to comment Share on other sites More sharing options...
GrouchoMarxist Posted May 11, 2003 Author Share Posted May 11, 2003 Originally posted by Krazy Canuck: </font><blockquote>quote:</font><hr />Originally posted by GrouchoMarxist: As for the autosave bit, I honestly can't find it. Everytime you alt+a to quit the game, the previous turn is autosaved. rgds., KC </font> 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted May 11, 2003 Share Posted May 11, 2003 Autosave happens at the end of every plot phase, ie. when you press the GO button. I haven't noticed it taking place when quitting a scenario, though. 0 Quote Link to comment Share on other sites More sharing options...
markshot Posted May 11, 2003 Share Posted May 11, 2003 Can embarked FOs call in fire? Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Juju Posted May 11, 2003 Share Posted May 11, 2003 Sergei's right. Autosaves (only) kick in when you hit 'Go.' Markshot; no, they can't. 0 Quote Link to comment Share on other sites More sharing options...
V Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by GrouchoMarxist: </font><blockquote>quote:</font><hr /> EDIT: actually, all of this should be in the manual. You should consult it. There is no other game with a better manual, so take advantage. And if you don't have a manual, then, well... This is, to its undying credit, a very complex game. And while there may be no game with a better manual, there ARE definitely game manuals with better indexes (indeces, or whatever the plural is). Not wanting to start a holy war, it's just the way that it is. (And yes, I have d/l'd the index provided here, but I still can't always find what I want.) I did find the bit about spotters with radios vs. telephones, but it didn't categorically say that those with telephones couldn't embark. Reading again it is kind of implicit, but I think possible to brush over without realising. As for the autosave bit, I honestly can't find it. EDIT: I did find the bit about spotters with radios vs. telephones, but it didn't categorically say that those with telephones couldn't embark. Actually, it does....later on in the Ostfront chapter. Last comment in the Artillery section. Not wanting to press the issue, but a good example of how things can ellude you in the minute detail of this game and navigating the manual. That's not so much a complaint as it is a statement of fact. Kind of like grappling with Photoshop. The enormity can be daunting, but the results are worth it. </font> 0 Quote Link to comment Share on other sites More sharing options...
kenfedoroff Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by GrouchoMarxist: And while there may be no game with a better manual, there ARE definitely game manuals with better indexes (indeces, or whatever the plural isHave to agree with that. Ken 0 Quote Link to comment Share on other sites More sharing options...
tabpub Posted May 11, 2003 Share Posted May 11, 2003 Originally posted by markshot: Can embarked FOs call in fire? Thanks. Not really. You can call a mission, embark the FO, drive around with him, disembark, and the fire mission timer will start up from where it left off. I did a report on this a month ago or so, it is under Tips and tricks with title "benefit of radio spotter over wire" or something like that. 0 Quote Link to comment Share on other sites More sharing options...
Monty's Double Posted May 12, 2003 Share Posted May 12, 2003 V, I believe that's known in the trade as a single "ping", lucky those IFF bugs have been ironed out or we could have had a nasty accident there. Still, pays to be vigilant (is that what "V" stands for? PS maybe that should be a single "Peng". 0 Quote Link to comment Share on other sites More sharing options...
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