Page 10 of 24

Posted: Sun Jun 06, 2010 3:45 pm
by Obsolete
In the "Bulge6" scenario, there is a building without a closing poly. BTW, I'm curious why double-sided polys is turned on, isn't that going to slow down the rendering somewhat?

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Ingame feedback from: Obsolete

Posted: Sun Jun 06, 2010 4:38 pm
by Obsolete
It still buthers me that units lose movement in sneak mode just because tehy spot something, even if they aren't shot at. This leaves my units stuck out in the open when I had them ordered to move into closed terrain.

Ingame feedback from: Obsolete

Posted: Sun Jun 06, 2010 4:51 pm
by Obsolete
Now that we can't zoom out very far, it's impossible to tell where Mortars are attack from a lot of the time. Perahps a marker should be added.

Re: Ingame feedback from: Obsolete

Posted: Sun Jun 06, 2010 4:55 pm
by pomakli
[quote="Obsolete"]Now that we can't zoom out very far.[quote]

I noticed that too!

:idea:

Posted: Sun Jun 06, 2010 6:01 pm
by Obsolete
Look ma! I can shoot through forests!

Bulge7 scenario.


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Ingame feedback from: Obsolete

Posted: Sun Jun 06, 2010 6:24 pm
by Obsolete
IN the bluge8 scenario, I killed 1 puma, and am awarded already for killing 10 enemy units in just 1 turn. Hmmm!

Ingame feedback from: Obsolete

Posted: Sun Jun 06, 2010 6:35 pm
by Obsolete
These new attack stats are pretty rediculous. Pump now advances head-on toward Jumbo, and then fires upon face-plating. Are you kidding me!? Scout-cars attacking heavy-tanks with decent odds now? this makes no sense at all.

furthermore, the strategy of different armour on tanks now has almost been thrown right out the window, another good element that's gone. also, the whole feeling of tigerphobia is also thrown out the window now. no more adrenaline rushes, just a "ho ho, easier to hit target now, let's finish so we can go to bed".

And as stated before, it feels more like an arcade game than some realism wargame.

Posted: Sun Jun 06, 2010 7:01 pm
by Obsolete
There are some more issues I don't understand with this attack statistics. For example, why is it the Tiger I has significantly lower attack ratings than the King, when both tanks use the exact same 88 armament?

Posted: Sun Jun 06, 2010 8:41 pm
by pipfromslitherine
Thanks for all the feedback! I'll run through all the bugs on Monday when I get into the office. I will let Iain talk to the balance changes I assume he has made.

Cheers

Pip

Ingame feedback from: Obsolete

Posted: Mon Jun 07, 2010 1:12 am
by Obsolete
quite a few times now I've had Pumas shoot opportunity fire at me whiel having less than 50 morale.

Posted: Mon Jun 07, 2010 9:15 am
by IainMcNeil
The tank combats were too predictable. It was impossible to penetrate frontal armour of a Panzer IV with a Sherman at all but point blank range. This just was not teh case in reality. At ranges where they could hit each other both were able to penetrate the armour. Armour is still hugely important but you do have a chance to penetrate in places you didn't and things that used to be 100% guaranteed are now high but not 100%. It adds a bit more uncertainty which is much more realistic. I've found the results to be very realistic but if you give examples of situatiosn where you diagree then we'll look in to them. It is different to what it was before but give it a chance and I think you'll find it works very well.

Suppressed tanks are now allowed 1 shot, but have little chance to hit. This means you cannot treat a suppressed King Tiger without respect.

The King Tiger has 128mm not 88mm gun.

On the first bug we really need to know exactly where that tile is viewable. If you can describe where in the scenario it is that woudl be useful. Ideally run teh game in debug mode so we can see teh exact coorddinates. to do this go to My Docs\BBCBA\user.txt and add the line "DEBUGMODE 1" without the quotes.

You're not supposed to see enemy mortars attacking unless tehy are on a tile in LOS when they fire.

On the building face bug can you explain exactly where int eh mission you saw it - as aboev a debug coordinate would be useful.

Posted: Mon Jun 07, 2010 1:11 pm
by Obsolete
By King Tiger, are we talking about the Tiger II? I did a search just now, and everywhere I look I keep coming up with 8.8cm.

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Posted: Mon Jun 07, 2010 1:17 pm
by pomakli
Tiger I and II had both 88 mm.

Panzer VIII (Maus/prototype) should have 128 mm!

Never produced!

:!:

Posted: Mon Jun 07, 2010 1:28 pm
by IainMcNeil
I may be wrong on the size - but the data is based on reports of the tanks performance, not the guns performance. Maybe it had better optics or ammunition.

Posted: Mon Jun 07, 2010 1:57 pm
by pomakli
iainmcneil wrote:Maybe it had better optics
In all cases!

Sadly little known, but very important on tank quality!

:!:

Ingame feedback from: Obsolete

Posted: Mon Jun 07, 2010 4:45 pm
by Obsolete
ON Bulge5, we get the ending message "we have survived" twice...

Posted: Mon Jun 07, 2010 5:24 pm
by Obsolete
The house with missing wall in Bulge6, is at 33,50.

My positioned tank (who can shoot through trees) in the Bulge7 shot, is located at 38,25.

This problem also occurs elsewhere in other maps.

Posted: Mon Jun 07, 2010 5:51 pm
by Obsolete
Bulge5 scenario, I can shoot through trees again.

My tank location is at 56,49.


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Posted: Mon Jun 07, 2010 8:11 pm
by pipfromslitherine
Thanks for the tips. One thing - it's obvious from the screenshots that you are playing with altered scripts. It's really important that you don't do that when testing the core game. It's possible that some bugs might be down to tweaks you make. I have faith in you, but it just keeps things simpler ;).

I'll check out the LOS issues you note.

Thanks!

Pip

Posted: Mon Jun 07, 2010 10:10 pm
by Obsolete
I kept code simple and in one method while using seperet variables just to be sure there were no conflicts.