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Re: OOB vs PC2 game mechanics
Posted: Tue Jun 02, 2020 8:52 pm
by GabeKnight
Erik2 wrote: ↑Mon Jun 01, 2020 2:48 pm
Is there any way to mod a road working in jungle, mountain and other non-vehicle terrain?
And decrease combat efficiency drastically?
I didn't fiddle with the whole chassis and terrain files much, so I'm not absolutely certain, but as far as I understood it, the roads are only taken into account by numerical factors. So either you have to allow movement trough some terrain or not. The roads only make units "faster".
But I'll make some tests in my mod.
Re: OOB vs PC2 game mechanics
Posted: Sun Jun 07, 2020 4:31 pm
by prattaa
Supporting fire trait for 105mm guns and smaller sounds like great idea to me.
Re: OOB vs PC2 game mechanics
Posted: Tue Jun 09, 2020 7:27 pm
by GabeKnight
This sounds kind of a cool mechanic to have:
(from PC2 announcement)
"A unique and innovative feature of the Spanish Civil War campaign is how you will communicate and coordinate with your AI-controlled allies. Nationalist Spanish troops are not under your direct control, but you will still be able to issue high-level orders to your allies (like “Attack”, “Defend” and “Hold Ground”) so that their actions better match your own strategy."
Re: OOB vs PC2 game mechanics
Posted: Sun Jun 14, 2020 5:59 pm
by Epidaurus
Nice analysis.
Regarding immersion, sound effects are way better in OOB. Those dampend fighting sounds and arty shells tearing the sky (12:08)... Beautiful.
https://youtu.be/hzHHl9iR0O8?t=728
Re: OOB vs PC2 game mechanics
Posted: Tue Jun 30, 2020 2:34 am
by Zekedia222
That looks to be H.Balck’s Mod.