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Ingame feedback from: Obsolete

Posted: Sat Jun 19, 2010 7:05 am
by Obsolete
in the editor, there are 3 campaign assets to chose from. bulge, desert, and test ? may want to adjust that, hopefuly it wont reset any of our assets

Ingame feedback from: Obsolete

Posted: Sat Jun 19, 2010 9:49 am
by Obsolete
Hmm, just had a unit moved on me again. in a game vs merlock, my tiger broke down last turn. but now I see it's moved somehow right front of a hellcat for some weird reason. of course it gets shot and killed too.

im not sure what causes this... this game is a bit old so maybe it's from some past bug/problem...

Re: Ingame feedback from: Obsolete

Posted: Sat Jun 19, 2010 4:37 pm
by pipfromslitherine
Obsolete wrote:in the editor, there are 3 campaign assets to chose from. bulge, desert, and test ? may want to adjust that, hopefuly it wont reset any of our assets
Localising these names is on my buglist - it won't break anything you can be sure :)

Cheers

Pip

Re: Ingame feedback from: Obsolete

Posted: Sat Jun 19, 2010 4:38 pm
by pipfromslitherine
Obsolete wrote:Hmm, just had a unit moved on me again. in a game vs merlock, my tiger broke down last turn. but now I see it's moved somehow right front of a hellcat for some weird reason. of course it gets shot and killed too.

im not sure what causes this... this game is a bit old so maybe it's from some past bug/problem...
Have you altered any of your scripts? In the upcoming version, you will throw a warning if the scripts being used by each player don't match.

Cheers

Pip

Posted: Sat Jun 19, 2010 5:22 pm
by Obsolete
No scripts altered. There is a remote chance we started this match from when I had my own scripts, but I'm still weary ever since I've seen two dead units come back to life in the 100% certified version.

Posted: Sat Jun 19, 2010 6:54 pm
by Obsolete
I have one suggestion for Corn. Corn fields really should give some bonus to cover, but there is no VEGETATION tile that I can so. So it's stuck at the same old 30%. I'd like to see a VEGETATION tile added with a % cover somewhere between 30% and the Forest percentage. Then the ornament Corn has more of a play-purpose then... and we can also use that tile for the other plant/weed ornaments in the assets.

BTW, if you are stuck on what other 3D assets to add, I noticed we have no Barns.

Posted: Sat Jun 19, 2010 6:59 pm
by Obsolete
There needs to be a way to cancel issued games that have not been accepted on the server.

Posted: Sat Jun 19, 2010 8:11 pm
by Obsolete
Alright, noticed a big glitch. When soft-targets start a scenario already loaded in transports, they do NOT show up in the Force Selection screen.

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 12:43 am
by Obsolete
I saw a Panzer IVG simply refused to give any defensive fire at close range. not sure what's going on there, but i did notice it had 0 mps, so perhaps that's correlated. I'll keep a closer eye on that.

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 12:47 am
by Obsolete
sometimes when using m8 howitzers, i see what looks like tracer fire shooting off in the sky.

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 1:14 am
by Obsolete
the blue hide official scenarios and hide user scenarios tab doesnt seem to work. my own scenario shows up as thought it is an official scenario and not a user created one?

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 11:04 am
by Obsolete
so, units can clear wrecks that are adjacant, even if seperated by a stone wall? :P

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 6:53 pm
by Obsolete
I can not unload units lik einfantry onto tiles with burned out wrecks?

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 7:06 pm
by Obsolete
Well there most definitely should be a self-n0te-taking mechanism in here...

Posted: Sun Jun 20, 2010 8:07 pm
by pipfromslitherine
Obsolete wrote:Alright, noticed a big glitch. When soft-targets start a scenario already loaded in transports, they do NOT show up in the Force Selection screen.
This is by design - we couldn't work out a nice way of telling that - and you wouldn't be able to choose them independently.

Cheers

Pip

Re: Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 8:08 pm
by pipfromslitherine
Obsolete wrote:the blue hide official scenarios and hide user scenarios tab doesnt seem to work. my own scenario shows up as thought it is an official scenario and not a user created one?
Did you place it in your local directory (in My Documents)?

Cheers

Pip

Re: Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 8:09 pm
by pipfromslitherine
Obsolete wrote:so, units can clear wrecks that are adjacant, even if seperated by a stone wall? :P
I think this is fixed in the current script, but I will double check.

Thanks!

Pip

Re: Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 8:33 pm
by Obsolete
pipfromslitherine wrote:
Obsolete wrote:the blue hide official scenarios and hide user scenarios tab doesnt seem to work. my own scenario shows up as thought it is an official scenario and not a user created one?
Did you place it in your local directory (in My Documents)?

Cheers

Pip
No, I placed it into the MP directory, expecting that's where all the Multi-Player scenarios were supposed to go. That was the only way I saw to get them available for on-line hosting.

Ingame feedback from: Obsolete

Posted: Sun Jun 20, 2010 9:27 pm
by Obsolete
When I highlight a game to accept when on-line, often it un-selects itself before i can hit the play button to accept.

Posted: Sun Jun 20, 2010 9:38 pm
by Obsolete
I am currently in a the Desert Forte scenario with Strebe. All allied units are dead, but the game has not auto-ended. Hmm.....