stikkypixie Posted August 1, 2009 Share Posted August 1, 2009 At the start of playback the suppression bar is not "cleared". So if a squad get suppressed (and take casualties in the game) it's possible to see from the get go. It'd be cool it that could be fixed. 0 Quote Link to comment Share on other sites More sharing options...
hcrof Posted August 2, 2009 Share Posted August 2, 2009 I didn't want to start a new thread for this but my troops fell out of their warrior as I gave them and the vehicle 2 movement orders. Funnily enough the rest of the platoon who had the same orders did not. Savegame available 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted August 5, 2009 Author Share Posted August 5, 2009 A little bump. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted August 5, 2009 Share Posted August 5, 2009 stikkypixie, The bar is not supposed to be magically reset each turn. That wouldn't be realistic. The bar should be at whatever the unit was experiencing at the 60th second of the previous turn. If no more fire comes in on the following turn then the meter will naturally dissipate. So no bug there as far as I know hcrof, Did you use a group move by double clicking on the HQ unit and issuing the orders from there? I can say that from time to time I've accidentally given dismounts orders thinking I was ordering a vehicle. Steve 0 Quote Link to comment Share on other sites More sharing options...
hcrof Posted August 5, 2009 Share Posted August 5, 2009 I moved the vehicles as a group then issued move orders for the infantry individually, the idea being that they would leave when the warriors stopped at the end of the move and form up in front of the vehicles. I usually add a 5 second pause order for the infantry at the start to prevent this bug but this time I forgot - I thought it had been fixed so I was surprised to see it. 0 Quote Link to comment Share on other sites More sharing options...
TheVulture Posted August 5, 2009 Share Posted August 5, 2009 One more for the minor visual bug list: I had a warrior take an ATGM to the side (and survive - god bless ERA). One ERA block was blown, but (in WeGo) rewinding back to the start of the playback (or before the hit) didn't restore the block. 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted August 5, 2009 Author Share Posted August 5, 2009 stikkypixie, The bar is not supposed to be magically reset each turn. That wouldn't be realistic. The bar should be at whatever the unit was experiencing at the 60th second of the previous turn. If no more fire comes in on the following turn then the meter will naturally dissipate. So no bug there as far as I know Steve I think I didn't express myself correctly. I can tell at the beginning of the turn which unit is going to get suppressed before any shooting takes place. After calculating the turn there's some residual "suppression" from the end of the turn still showing when playback begins. 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted August 6, 2009 Author Share Posted August 6, 2009 One last bump. 0 Quote Link to comment Share on other sites More sharing options...
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