drrowley Posted October 16, 2011 Share Posted October 16, 2011 Some Oddities: This section was here for at least 8 turns, awaiting artillery support. None would help this guy. There was another section behind this group and they were rendering aid to another buddy. Once that section had rendered aid was done, I brought that section over to this group and they immediately started aid on this poor bloke that nobody in his section would help. Then there is this guy. Not only would he not help his mate, enemy lines are to his rear and that was the direction they were going when hit; so why is he facing the direction he is? Another unit was following, that again, once arrived, rendered aid. I described this before, just wanted to show it; top floor, north and west walls are blown out. The panther shown was several hundred meters to the east and lobbing he at the east top floor wall. There is an immobilized Pz4 to the south, who had been lobbing he at the south top floor wall. I was very surprised that there was no damage being displayed, until, when units got there and discovered that the opposite walls were blown out. So, jeep has spare ammo. For infantry to get it; jeep drives up, turn1. Unit in jeep dismounts, turn2. Infantry mounts jeep, turn3. Infantry acquire ammo and dismounts, turn 4. Unit remounts jeep, turn 5. (Yes, RT would go much faster; an added irritation.) How about, when units occupy side by side tiles, the ‘acquire’ command would light, add units could share ammo. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Schultz Posted October 16, 2011 Share Posted October 16, 2011 The buddy aid issue you see is sometimes caused by a tile edge from what I have experienced. If you want to make the unit nearest/parent unit aid a causality... try using the "Face" command to another direction. You will see the active destination tiles light up, and I bet one of them will cover the un-helped unit. Acquire does take a while in WEGO, so make teh most of it and plan ahead for where you will need it. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted October 17, 2011 Share Posted October 17, 2011 So, jeep has spare ammo. For infantry to get it; jeep drives up, turn1. Unit in jeep dismounts, turn2.... You can speed this up a little by giving the current passengers a waypoint next to the jeep's final, stopping waypoint. When the jeep stops (i.e. completes all its current waypoints; won't happen at any intermediate "Pause"s, ordered or otherwise), the current passengers will get out and go to their waypoint, hopefully having completed the dismount before the end of the minute. How about, when units occupy side by side tiles, the ‘acquire’ command would light, add units could share ammo. Interesting idea. Fine when there's only one vehicle adjacent. Would require a menu of vehicles to choose from first if there were several nearby, which could be tricky, since there's no requirement for vehicles to have unique names. Sub menus don't seem to be very popular with the UI designers. 0 Quote Link to comment Share on other sites More sharing options...
jbmtintin Posted October 17, 2011 Share Posted October 17, 2011 Sometimes when a guy does not receive aid, it is just because he has no friend in his own section... Could be a bad guy. 0 Quote Link to comment Share on other sites More sharing options...
drrowley Posted October 17, 2011 Author Share Posted October 17, 2011 "..current passengers" , except when the driver is part of the unit, then the only command that works is 'dismount' and one can't move them until after dismounting. unless i'm missing something? "...only one vehicle...", i'm accually expanding that to any unit that could aquire. "Sub menus don't seem to be very popular with the UI designers.". yea, i get the same feeling. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted October 17, 2011 Share Posted October 17, 2011 "..current passengers" , except when the driver is part of the unit, then the only command that works is 'dismount' and one can't move them until after dismounting. unless i'm missing something? Yeah. That's an awkward little wrinkle, ain't it? "...only one vehicle...", i'm accually expanding that to any unit that could aquire. You could present an amalgamated list of everything that the collection of local vehicles could supply. Be necessary to determine which of the several sources of, say, rifle ammo the unit drew on. 0 Quote Link to comment Share on other sites More sharing options...
drrowley Posted October 19, 2011 Author Share Posted October 19, 2011 i like the idea 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted October 19, 2011 Share Posted October 19, 2011 "..current passengers" , except when the driver is part of the unit, then the only command that works is 'dismount' and one can't move them until after dismounting. unless i'm missing something? Yes, you can. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 19, 2011 Share Posted October 19, 2011 The issue I think he was raising is that you cannot issue a DISMOUNT and MOVE order to the crew unless the vehicle is already stationary. Hence the problem in WEGO. 0 Quote Link to comment Share on other sites More sharing options...
Ted Posted October 19, 2011 Share Posted October 19, 2011 Why is that? How come you can drive for 15 seconds and have to wait 45 seconds until the next turn to give the dismount command. I had two guys in a jeep drive down a road come to a stop and start to receive incoming fire and just take it until they were dead. So there's no auto dismount under fire either like in CM1? 0 Quote Link to comment Share on other sites More sharing options...
Cymru Posted October 19, 2011 Share Posted October 19, 2011 Why is that? How come you can drive for 15 seconds and have to wait 45 seconds until the next turn to give the dismount command. I had two guys in a jeep drive down a road come to a stop and start to receive incoming fire and just take it until they were dead. So there's no auto dismount under fire either like in CM1? My tankers seem to dismount under fire at the first chance they get 0 Quote Link to comment Share on other sites More sharing options...
womble Posted October 19, 2011 Share Posted October 19, 2011 Why is that? How come you can drive for 15 seconds and have to wait 45 seconds until the next turn to give the dismount command. It's an engine limitation. To do, I would guess, with the implementation of RT control. "Dismount" or "Bail" means "Get out now". For WeGo "Now" is where the vehicle is at order giving time: the top of the minute. Those two commands are simply not linked to waypoints, presumably for some technical reason deep in the engine, because it's been that way since CMSF and really it continues to be, as you say, a bit of a disconnect. I had two guys in a jeep drive down a road come to a stop and start to receive incoming fire and just take it until they were dead. So there's no auto dismount under fire either like in CM1? Troops will bail if they feel they have to. They'll back out of danger, too, if they get the chance. Don't know why yours didn't. Could be they got Pinned before they could move out the vehicle, and died before getting unpinned. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 20, 2011 Share Posted October 20, 2011 I do not recall an "auto dismount" order in CM1. Passengers would usually dismount when their transport was fired on, but not crews. In both CM1 and CM2 you can order a dismount of passengers at the end of vehicular movement, but not the crews. 0 Quote Link to comment Share on other sites More sharing options...
Ted Posted October 20, 2011 Share Posted October 20, 2011 Ah, I see. Perhaps the two man team I loaded on to the jeep then became "the crew" and would not abandon the vehicle until it was knocked out. (the dedicated troops that they were). A lesson learned to be more careful in sending jeeps into harms way. Womble, sounds good the RT/WEGO theory. Thanks for the replies! 0 Quote Link to comment Share on other sites More sharing options...
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