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Posted: Wed Jun 09, 2010 5:18 pm
by pipfromslitherine
The current facing doesn't affect accuracy - it was an incorrect guess :)

The Show Blood option is a hangover from older code. Will be going.

Cheers

Pip

Posted: Wed Jun 09, 2010 5:39 pm
by Obsolete
Suggestion, replace bulldozed units with a small R.I.P. cross or head-stone. That way, players can always mouse-over these areas to keep track of what unit have been destroyed there after the evidence has been removed. What do you think?

Also, I find it strange that in one of the normandy scenarios the AI was blasting my shermans all to hell with SDFKZ1/9's, even at what seemed to be long distances. And yet, in my on-line game, I parked a 1/9 right next to a Sherman 105, and the penetration shows up as 0.

Hmmm! The AI could be cheating me thinks. I am going to take some very close examination on these 1/9's and the AI!

Posted: Wed Jun 09, 2010 6:58 pm
by pipfromslitherine
The AI uses the same script as the player units - in fact calling the same functions to fire etc. So no cheating!

It could be an error in the feedback about the penetration chance. I will try and take a look to see what might be happening with those two units.

I'm not sure about tracking units which die on a tile - it could get very ugly at choke points where you have 3 or 4 units all dying on a tile.

Cheers

Pip

Ingame feedback from: Obsolete

Posted: Thu Jun 10, 2010 2:54 am
by Obsolete
When I try to fire High Explosives with teh Wasp, the flame thrower shows up instead.

Ingame feedback from: Obsolete

Posted: Thu Jun 10, 2010 3:25 am
by Obsolete
In the normandy8 scenario, i captured the central village within 8 turns, and while I was awarded for the mini-quest in the end of the game, i found it strange i did not get any message after capturing the city for completing the quest.

Posted: Thu Jun 10, 2010 10:02 am
by IainMcNeil
It maybe good to take the tuerret facing penalty out as its hard to explain and causes confusion?

Posted: Thu Jun 10, 2010 3:07 pm
by pipfromslitherine
Since it doesn't exist - Done! ;)

Cheers

Pip

Ingame feedback from: Obsolete

Posted: Thu Jun 10, 2010 4:02 pm
by Obsolete
When vehicles surrender, they don't leave their units behind. I thought this may be a bug but I think it makes best sense the way it is. Since technicaly it's not a wreck.

Posted: Thu Jun 10, 2010 6:07 pm
by pipfromslitherine
It's by design. It's not especially realistic, but personally I prefer it :).

Cheers

Pip

Ingame feedback from: Obsolete

Posted: Thu Jun 10, 2010 6:13 pm
by Obsolete
Assault chances can be a bit weird. I had about 28%, so I decided to drop my opponents' moral down into the negative first to increase my odds. But now my assault odds with the same unit have dropped down to 10% They are worse! I'll be keeping an eye on this.

Ingame feedback from: Obsolete

Posted: Thu Jun 10, 2010 6:22 pm
by Obsolete
During the replayer, i noticed my heavy fortification bunker becomes invisible.

Posted: Fri Jun 11, 2010 9:17 am
by IainMcNeil
Is the heavy bunker thing repeastable?

If you get a saved game where assault values are wrong can you send it in so we can check it.

Posted: Fri Jun 11, 2010 1:59 pm
by Obsolete
I tried to duplicate the assault issue after it happened, but couldn't. So it may be a rare intermittent thing.

Posted: Fri Jun 11, 2010 11:42 pm
by Obsolete
I noticed I never get the won.mp3 music to play when ever I win a scenario. I suspect the one for losing also doesn't play either, but not sure on that :P

Posted: Sat Jun 12, 2010 1:33 am
by pipfromslitherine
I'm not sure they are hooked up at all - I guess I should check!

Thanks

Pip

Ingame feedback from: Obsolete

Posted: Sat Jun 12, 2010 9:22 am
by Obsolete
There really should be an extra symbol to represent when the free defense/reserve fire is depleted.

Posted: Sat Jun 12, 2010 6:56 pm
by pipfromslitherine
It's actually on my buglist already - just a little complicated by some of the internal logic.

Cheers

Pip

Ingame feedback from: Obsolete

Posted: Sun Jun 13, 2010 5:47 pm
by Obsolete
What is the point in putting drill promotions on defenseless trucks? Perhaps we should allow promotions to also increase agility for these units.... or allow multiple kill promotions so they can get up to free sneak or something similar?

Posted: Sun Jun 13, 2010 6:03 pm
by Obsolete
I did ask before about having some sort of R.I.P. list or dossier of units killed in battle... I mimick of a log book would be perfect. However, it was mentioned the addition of an extra menu may be too completed.

HOWEVER, the final score list does in fact keep track of units killed on both sides. This menu is already in place, but only is available at the completion of scenarios. It would be nice to bring up this score-board at any time during the game. It would go a long way for keeping track of things during play.

Ingame feedback from: Obsolete

Posted: Mon Jun 14, 2010 12:53 am
by Obsolete
Found quite an abusive exploit. The simple process of loading a unit and then unloading him gains 2 mps. One can do this indefinitely to gain many extra mps.