Page 2 of 3
Posted: Mon May 24, 2010 10:34 am
by Obsolete
Originally I thought units were SUPPOSED to always throw in support fire no matter what. That's how everyone tries to play. Unfortunately, this will cause you get get raped in scenarios like the final where you have to take out 3 Kings. You can set up the best ambush ever, but your units NEVER SUPPORT ANYTHING! Those Kings roll up to the intersection, realize there's a hundred of Shermans hiding, then one by one the Kings kill all your Shermans in 1 turn, because all the commanders were stupid and decided not to cause any suppression.
Posted: Mon May 24, 2010 3:35 pm
by pipfromslitherine
Hmmm - tricky. I guess we could try and add in some logic where they will fire if there are a lot of them, beause of the chance to suppress. To be honest though, you would need a ton of shots on target to suppress a King from full morale - so it's unlikely to happen in a single turn. Or is that not what you mean?
Cheers
Pip
Posted: Mon May 24, 2010 4:53 pm
by Obsolete
Even if you can't break a King in one turn it doesn't matter. You might as well be supporting your units with support fire, because doing ANYTHING at all is better than just sitting idle and getting your ass shot off one by one for nothing in exchange. At least by getting some shots off you make it easier to break the Kings on the next turn.
I still find the way support fire works to be largely a mystery. Is there random rolls involved in this as well?
Posted: Mon May 24, 2010 4:59 pm
by Strebe
If your tanks have being sitting idle for a whole turn, unsuppressed, they should be able to at the least get a snap shot off on a unit that moves into their line of fire. But they just sit there and let them selves get picked off one by one.
Posted: Mon May 24, 2010 8:25 pm
by pipfromslitherine
The logic is designed to prevent (e.g.) Shermans from engaging Kings because usually it does nothing to the King while exposing the Sherman to both sight and the return shot. Iain would be the best placed to determine whether a change is needed - it might be we need to allow you to change the behaviour on a toggle in someway, but the behaviour does need to be fairly consistent. The only randomness currently is used to determine whether a unit is seen at all, and this only applies when approaching from the side and rear.
Cheers
Pip
Posted: Mon May 24, 2010 11:38 pm
by Strebe
Hmm...then maybe you need to make them automatically withdraw when a Tiger is spotted

?
Posted: Tue May 25, 2010 12:46 am
by Obsolete
Hmm. I've been doing some more thoughts. I don't ever remember getting a SPOTTED message pop up when regarding my tanks. But tanks do get some sort of cover don't they? After all, tanks can sneak, so I would think there has to be some sort of cloak & dagger functions in there.
Posted: Tue May 25, 2010 8:55 am
by IainMcNeil
Tanks can only be spotted if shooting from in the shroud - i.e. out of sight range of the enemy tank, or from a hilltop where units are asumed to be behind the crest to avoid being seen.
I am planning a change to make tanks more reactive but its a fine line between wasting shots at long range and ignoring enemies at long range.
I wonder if we could get the unit to look at the enemy and asses its threat at that range. If it is a high enough threat at that range then it shoots whether it has a chance to kill or not, though only if it is not hidden. I guess threat shoudl take in to acount whether the enemy tank can see you - i.e. set threat to 0 for units that can't see you. This woudl operate in addition to the current system which only shoots if there is a good kill chance. SO with teh 2 you get a shot if either there is a good chance to kill the enemy or if the enemy can kill you at that range.
Ingame feedback from: Strebe
Posted: Sat Jun 05, 2010 6:18 pm
by Strebe
desert fort scenario locks up during second turn playing as axis, also found I could click on and use an allied tank?
Posted: Sat Jun 05, 2010 6:39 pm
by pipfromslitherine
Who are you playing against? I will try and grab the turn on Monday. Is the lock repeatable (you can retry by redownloading the turn).
Thanks
Pip
Posted: Sat Jun 05, 2010 8:53 pm
by Strebe
Playing against Obselete, and it's happened in 2 different games.
Ingame feedback from: Strebe
Posted: Sun Jun 06, 2010 1:19 am
by Strebe
In the Normandy multiplayer trucks keep unloading infantry back to where they originally loaded�
Ingame feedback from: Strebe
Posted: Sun Jun 06, 2010 7:56 pm
by Strebe
playing capture the fort with Merlock, into 8'th turn and no lockup
Ingame feedback from: Strebe
Posted: Sun Jun 06, 2010 9:25 pm
by Strebe
playing 2'nd tutorial, won't let me fire on the remaing 88 or call another aitstrike.
Posted: Mon Jun 07, 2010 9:18 am
by IainMcNeil
Did you call the airstrike on the wrong 88mm gun? We will need to force you to attack the right one if this is the case.
Posted: Mon Jun 07, 2010 3:25 pm
by pipfromslitherine
The airstrike in the 2nd tutorial is designed to always kill the both the 88s - are you saying this didn't happen?
I will recheck the script
Cheers
Pip
Posted: Mon Jun 07, 2010 4:23 pm
by Strebe
It only killed one 88, the remaing 88 then proceded to tail me (luckily it was a lousey shot

). I couldn't fire on it or call in a second airstrike. Nor fire on the Italian infantry further up the road.
Posted: Mon Jun 07, 2010 8:09 pm
by pipfromslitherine
I'm going to guess that is a bug caused during our tidy-up of the bonuses. I will get it fixed
Cheers
Pip
Ingame feedback from: Strebe
Posted: Sun Jul 04, 2010 2:20 pm
by Strebe
i HAVE A DESERT FORT SCENARIO CRASHING ON ME.
Ingame feedback from: Strebe
Posted: Sun Jul 04, 2010 2:29 pm
by Strebe
ok i GOT IT TO WORK ON THE THIRD RELOAD