Ingame feedback from: Obsolete
Moderators: Slitherine Core, BA Moderators
Ingame feedback from: Obsolete
The Piat & 17 Pounder unit descriptions are using the wrong "its" posessive pronoun.
The British Scouts give a Missing_IDS_UnitInfo.
The British Scouts give a Missing_IDS_UnitInfo.
Ingame feedback from: Obsolete
Maybe it's just me, but shouldn't the FireFly have a substantial increase in piercing compared to other shermans? Why is it only the HE seems to be incresed. I don't quite understand these figures quite well.
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
When you purchase units, there are two icons, one for HE and one for piercing. As I understand these are arbitrarily set and don`t really factor into the real calculations. To be honest, the graphic for piercing looks like it SHOULD be switched with the HE graphic.
Also, it FEELS like these two factors have been accidently switched as well. Especially when I look at how the stats change by the different unit types and models. A firefly should definitely have a much higher piercing rating than all obsolete Shermans. Instead, it seems to only increase the HE rating (as shown on the tool tips). Ironically, the piercing rating even drops compared to older models.
I am quite confused by this. Does the game mechanics use HE to also target armoured units... I don`t think so.
This may be partially just a GUI issue by a mix-up in displayed icons.
Also, it FEELS like these two factors have been accidently switched as well. Especially when I look at how the stats change by the different unit types and models. A firefly should definitely have a much higher piercing rating than all obsolete Shermans. Instead, it seems to only increase the HE rating (as shown on the tool tips). Ironically, the piercing rating even drops compared to older models.
I am quite confused by this. Does the game mechanics use HE to also target armoured units... I don`t think so.
This may be partially just a GUI issue by a mix-up in displayed icons.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
I am quite a grognard at heart. I hope in the near future we can get a glance at the combat tables & algorithm for how combat and damage are carried out in details. I often find paradoxes in these and other strange obscurities, even in the best of games.
Meanwhile, I also find it strange how sometimes I only have a 30% chance to hit a unit when I am standing directly against it, and other times I can get 80% or higher from many tiles away.
Meanwhile, I also find it strange how sometimes I only have a 30% chance to hit a unit when I am standing directly against it, and other times I can get 80% or higher from many tiles away.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
I would guess that it has been affected by movement of either the shooter or target.
You can check out the combat algorithms by taking a stroll through the data\battle\scripts directory (and the data\scripts utility scripts). The entire game model is scripted, and nearly trivial to mod (just pop copies into a user campaign and then get tweaking). We'll have a lot more documentation coming - just trying to get everything finished first!
Cheers
Pip
You can check out the combat algorithms by taking a stroll through the data\battle\scripts directory (and the data\scripts utility scripts). The entire game model is scripted, and nearly trivial to mod (just pop copies into a user campaign and then get tweaking). We'll have a lot more documentation coming - just trying to get everything finished first!
Cheers
Pip
Ingame feedback from: Obsolete
I'm on the last scenario of the Normany campaign. The End Turn report keeps showing nothing in the white box.
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
In the Battered & Beseiged scenario I got a green box pop up and it stated something about a victory, despite it was clearly the AI`s current turn. I`m not sure what caused that glitch, but I was in the middle of ambushing some tanks & stugs so maybe some div-by-0 occured somewhere 
Also, all the scenarios in that whole campaign so far just show white empty boxes for end-turn info. Quite frustrating since there was one scenario alone where you had to keep count of how many units you killed, you needed 20 total I believe. Yet for some reason the running total didn`t show up either on the side of the screen, despite this did work with an earlier scenario for the same function.
Also, it seems BOTH air-support and artillery barrages prevent the end-turn info box from popping up.
I`m also not sure why you put 5.5 down for the artillery barrage (on the green unit info tab), but when the other barrages are going off, there is no text displayed on that green strip.
Another glitch that`s bothered me from day one is that the victory flags are often hard to see. Often they just show up as pure white unless I rotate around them, and even then sometimes they stay pure white. I think it may be a shadding or lighting issue with my card. It`s the only graphic in the game (I think) that goes all white on me many times.
Also, all the scenarios in that whole campaign so far just show white empty boxes for end-turn info. Quite frustrating since there was one scenario alone where you had to keep count of how many units you killed, you needed 20 total I believe. Yet for some reason the running total didn`t show up either on the side of the screen, despite this did work with an earlier scenario for the same function.
Also, it seems BOTH air-support and artillery barrages prevent the end-turn info box from popping up.
I`m also not sure why you put 5.5 down for the artillery barrage (on the green unit info tab), but when the other barrages are going off, there is no text displayed on that green strip.
Another glitch that`s bothered me from day one is that the victory flags are often hard to see. Often they just show up as pure white unless I rotate around them, and even then sometimes they stay pure white. I think it may be a shadding or lighting issue with my card. It`s the only graphic in the game (I think) that goes all white on me many times.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Ingame feedback from: Obsolete
The Sherman Calliope seems to have a 1-turn cool-down after artillery fire? If this is by game-design, then perhaps we should have a small icon detail to re-present when it is in this re-loading status?�
* Edit. Actually no, I see now it`s a 3-turn cool-down due to re-loading. I wonder if there could be some sort of counter attached.
* Edit. Actually no, I see now it`s a 3-turn cool-down due to re-loading. I wonder if there could be some sort of counter attached.
Last edited by Obsolete on Wed May 12, 2010 11:26 am, edited 2 times in total.
Ingame feedback from: Obsolete
I'm curious why causing a unit to surrender or bail doesn't give experience. This may be by game-design and I suppose it could make sense.
Ingame feedback from: Obsolete
I hate being nit-picky on grammer, but the M24 text description also needs a possesive pronoun fixed.
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
Actually I noticed also certain fence-walls also get washed out too brightly white at times.
I'm using nVidia GeForce 6150 nForce 430 on a Vista Box.
I can take a shot or two later to show you, but it looks like the glitch so far only happens with me.
By the way, for on-line games, I can see many players getting frustrated because there is no way to tell if the game host has chosen to play axis or allies (or am I missing something?). Perhaps a second icon slot of a nation symbol or generic allied/axis could be displayed next to the current pad-lock icons, or something similar?
I'm using nVidia GeForce 6150 nForce 430 on a Vista Box.
I can take a shot or two later to show you, but it looks like the glitch so far only happens with me.
By the way, for on-line games, I can see many players getting frustrated because there is no way to tell if the game host has chosen to play axis or allies (or am I missing something?). Perhaps a second icon slot of a nation symbol or generic allied/axis could be displayed next to the current pad-lock icons, or something similar?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
Now that I am playing more on-lines I see some other aesthetics problems that need adjustment, nothing drastic though...
It's great that we have a re-player, but the problem is that the big green text-box pops up right away, but then the re-player starts at the same time so if you want to read/watch one, you will miss the other. Frustrating. I guess you can avoid the replay until the OK button is checked on the message window?
The message window itself is decent and I like the fact you can send important notes back and forth. Two aesthetic problems are..
#1. There is no "\n" new-line character added, so instead of even non-spaced paragraphs, we have one reply being added to the other sentence without any lexicographical spacial order. This makes things harder to read through quickly at first glance. There should be at least one carrier return added here. I can avoid this problem by manually hitting enter when i start a reply, but people will think this is being too archaic for today's standards.
#2. The responses are the same colour as the querrys. Perhaps you can make either the Host's, or Axis (or whatever) text either show up as a dark red, maybe blue, or possibly bright flouro-cyan? I'm not sure what colours are best over a darkish green, but this would make sorting out lots of text replies faster. It seems archaic the way the chat log is presented.
It's great that we have a re-player, but the problem is that the big green text-box pops up right away, but then the re-player starts at the same time so if you want to read/watch one, you will miss the other. Frustrating. I guess you can avoid the replay until the OK button is checked on the message window?
The message window itself is decent and I like the fact you can send important notes back and forth. Two aesthetic problems are..
#1. There is no "\n" new-line character added, so instead of even non-spaced paragraphs, we have one reply being added to the other sentence without any lexicographical spacial order. This makes things harder to read through quickly at first glance. There should be at least one carrier return added here. I can avoid this problem by manually hitting enter when i start a reply, but people will think this is being too archaic for today's standards.
#2. The responses are the same colour as the querrys. Perhaps you can make either the Host's, or Axis (or whatever) text either show up as a dark red, maybe blue, or possibly bright flouro-cyan? I'm not sure what colours are best over a darkish green, but this would make sorting out lots of text replies faster. It seems archaic the way the chat log is presented.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
