Playing the game with the 2.3.8 update, Marines & Morning Sun expansions.
1 - In some scenarios, there are static - or locked - units that the player cannot move. Has any consideration been given to allowing them to unlock if they come under attack? In the Philippine scenario [MacArthur's return], for example, there are non-combat ships [support, supply or transport] that are locked and never seem to come into play. Seems if they are in some trouble they would at least attempt evasion.
2 - The screen that launches when the game is first fired up, showing the two panels: base game & the Battle of Britain ... either the Marines add-on should also have a panel, or, better yet, that screen could be eliminated and Britain could have a direct launch from the map screen where you choose you campaign. I don't know if that's possible, but it would streamline things.
3 - Out of curiosity, I peeked at the Marines scenarios and started playing, only to find that my base game campaign - which was about to enter the Okinawa battle - was apparently overwritten. Is it not possible to have 2 separate game saves?
Thanks -
Static Units & a couple of other things ...
Moderators: The Artistocrats, Order of Battle Moderators
Re: Static Units & a couple of other things ...
1. These are AI controlled units and are always part of a specific scenario design. In the Leyte scenario those ships are there as a sort of "count-down" for the Japanese fleet to defeat the player. If they moved out of the way, there would be no incentive to defend both naval routes toward the landing zone.
2. BoB is a mod, with substantially different unit stats compared to the base game. So building it into the main game would not really be possible. It's also ment as an example for the game's mod launcher system.
3. Autosaves (turn end, turn start and campaign) will always overwrite the previous save. We're considering using a different filename per scenario and/or turn but this could result in tons of autosaves which players have to start deleting manually. It's strongly adviced to keep manual savegames as well for critical points in scenarios or campaigns.
2. BoB is a mod, with substantially different unit stats compared to the base game. So building it into the main game would not really be possible. It's also ment as an example for the game's mod launcher system.
3. Autosaves (turn end, turn start and campaign) will always overwrite the previous save. We're considering using a different filename per scenario and/or turn but this could result in tons of autosaves which players have to start deleting manually. It's strongly adviced to keep manual savegames as well for critical points in scenarios or campaigns.
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- Sergeant - Panzer IIC
- Posts: 181
- Joined: Fri Jun 21, 2013 2:25 pm
- Location: US - North Carolina
- Contact:
Re: Static Units & a couple of other things ...
Thank you for your answers. Big fan of this game!!
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- Sergeant - Panzer IIC
- Posts: 181
- Joined: Fri Jun 21, 2013 2:25 pm
- Location: US - North Carolina
- Contact:
Re: Static Units & a couple of other things ...
PS - I have "discovered" that you can rename the saves. I hadn't realized that. Good deal. Well, now I get to play the Allies Campaign again - this time knowing how to play a little.
Re: Static Units & a couple of other things ...
Suggestion: Allow for a unique set of save files for each campaign flavor - the most we would have is 3 files * the number of campaigns.
Re: Static Units & a couple of other things ...
I've found the best way to keep saves organized is simply give it a proper name when you do a manual save (hit Esc and move to the save & load tab).
I've used this for whenever I had beta & custom testings going on at the same time. Then I do a little house-cleaning afterwards opening the my games...save folder and delete anything I no longer need.
I've used this for whenever I had beta & custom testings going on at the same time. Then I do a little house-cleaning afterwards opening the my games...save folder and delete anything I no longer need.