Bugs game editor v1.8.3 - New units or improve things
Posted: Thu Aug 06, 2015 2:34 pm
Several important bugs game publisher located on v1.8.3
It is a great game and have a good editor but lack polish. The "AI" is the heart of the game and you have a good tool (editor) to make good and real scenarios
Example new OBP MegaMod v2.6 to v1.8.3+Real Scenario PearlHarbor-Midway
viewtopic.php?f=374&t=66031&p=560225#p560225
VERY IMPORTANT:
0.1-When you place a unit from the bar below, must be able to also choose the size of initial strength to the side where the "experience" and "atrenchement" (added image below). And fuel (very important to force a patrol plane to return to base due to lack of fuel), and efficiency.
0.2 Put to name the new units from (Triggers/effects/spawn unit), here there is no option for this. The new units entering the battlefield (Turn more Later than the start escenary), they get it from here, and you have to be able to name each unit created.
0.3-When you want to rename a unit, and give it to "Accept Changes", you create a new unit on the map, by clicking = accepts the name but the order also will create a new unit (which you have assigned in stock) in the area this pointer, then you have to be deleting the created unit.
0.4-This would also be well put: Foul to see the characteristics as the unit (defense, attack in the bar downstairs where you select the units).
0.5-One option from game options to Switch ON/OFF FOW (Fire of war) vision around the map and all units.
0.6-A menu option o off window visible objective at every turn, it's very annoying to have to cancel that window every turn (having a hot key for this "o").
We explain the errors (or improvements needed) of the three levels of land, sea and air IA:
LAND: ----------------------
1.1-move to hex:
1.2-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
1.3-Adding a boarding option (to choose that port embarks unit, there are areas with different docks).
1.4-when active (ignore enemy) not disembark any unit from sea to land.
1.5-Note: The disembark has to be activated only in the beaches or ports, Marines, special forces, engineers can do in any area, but not an army, armored, artillery (Which they are units that need a logistics and space as a beach, port or shallow water).
1.6-With "target hex" The board therefore (with AI) and (when you play as a human), does not work (in my test) even having a turn next to the port to board. AI Not boarding inside ship, only entrenches
2.0-Defend hex = OK
3.0-Seek and destroy: No "target definition"
3.1-Note should be added the "target definition" choose to put specific targets of attack within range.
NAVAL: -----------------------
4.0-AI setup/Move to hex/Move to hex: Fails disembark, both beach and on land, tested the three functions: Hex target, target disembark, Ignore enemy.
4.1-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
4.2-naval defend hex: OK
4.3-naval Seek and destroy: Do not move or attack unless they see the enemy directly, or detects a reconnaissance plane. Besides having an icon (check or uncheck option) to move the detected enemy or enemy undetected for both land, sea or air (Seek and destroy).
4-4-Note: would have to be like the "air Seek and destroy" move and attack defined area and with a port icon "set base"
4.5-also you need to put a slider to selecting the "target definition" on small screens can not see the last targets (added image below).
AIR: -------------------
5.1-Air Patrol: The "patrol point" only jumps to the last point since.
Note: would have to jump several points, to avoid having to use multiple ID for this (the editor only accepts max 16 ID)
5.2-Air defense hex: Lack put the "defense positions" as in "defense hex" and "naval defense hex".
5.3-Air Seek and Destroy: OK
5.4-return base: OK
6.0-Note: Also it is Very Important to release the program edits the units.txt there are many units (especially for the future) and change the feature by hand is hard work. You need an editor for it To have all the visible Characteristics to change fast.
7.0 More ideas:
1- add an icon easy loading and unloading of the CV.
2-a slider to move around more than 3 cargo areas for CV and hangars.
3-add an icon easy Icon to up down submarine
4-Important add an icon easy Seaplane landed (port or sea landed) or flying. Note: All seaplanes must have a graphic to be landed in a port or in an island as it was historically, in both scenarios remain in the air made these units at the port.
5-VERY IMPORTANT: ADD in the future these NEWS UNITS SNIPER, BAZOOKA (more PIAT, PTRD,panzerfaust,Panzerbüchse), MORTER, POLICE,camp prisoners,bike+machine gun, radar movil, UNDERLAND TRENCH (japan),Barbed Wire, fences, ditches, FACTORIES TO BOMB (first objective of the bombers in WWII), REMOVE SHIP MINES (Minesweeper), generic heavy cruiser, AV TRANSPORT ( unit Transport adapted to a 1 Slot Cargo Seaplane) example: AV tangier AV Curtiss https://en.wikipedia.org/wiki/USS_Curtiss_(AV-4). Frogman (to load in submarine frogman and commandos), German Commandos brandenburger, italy torpedo man Maiale, Add Unit B-25Bs Mitchell adapted to the carrier Hornet operation Doolittle date 18/4/1942.
6-ADD PBY CATALINA switch to torpedo, bomb 4,000 lb or depth charge (Would have to haver 2 Units Catalina because by default the game only two slot accepts it, one switch unit with mines or depth charges, and another switch unit with bombs or torpedoes), and OS2U KINGFISHER with bomb 650 lb, add unit FAIREY SWORDFISH switch Unit torpedo or bomb and other with units with rockets or depth charge for the Royal Navy (In the game that the English aircraft carrier but not his plane star).
7-An icon to create long landing strip at an large airfield. Note: real maps with more zoom is necessary to 1 hex landing strip next to the hangar (1 hex = one kilometer in the game). By recreating two real scenarios I was missing 1 hex landing strip.
8-A port that accepts shallow water area for a dock submarines
9-Switch to load some aircraft depth charge (some planes had this option Ex: Catalina)
10-Switch to load some aircraft rocket
11-And these units to help raise supply and efficiency: Add unti Ambulance, hospital, ship hospital, mobile radar vehicle, Oil truck, truck transport (active), oil tank (active), hangar (active).
12-And generic first ships dreadnought,ironclads, Old CV HMS Argus With the option to update.
13-This is very important, a line of attack option to choose a type of unit (being able to choose their units.xt ID) within its branch in ( Seek and destroy land, air, naval).
Example: STRATEGIC BOMBERS attacking only these single units [SB2C-1_Helldiver_T] and [SB2C-3_Helldiver_T]
Example: STRUCTURES only one attack this unit [Hangar]
Note: So to specify attacking torpedo planes and dive bombers not. It is more important to first fire to torpedo planes,so it will be variable and not fixed (a pattern of repetitive AI) attack.
It is a great game and have a good editor but lack polish. The "AI" is the heart of the game and you have a good tool (editor) to make good and real scenarios
Example new OBP MegaMod v2.6 to v1.8.3+Real Scenario PearlHarbor-Midway
viewtopic.php?f=374&t=66031&p=560225#p560225
VERY IMPORTANT:
0.1-When you place a unit from the bar below, must be able to also choose the size of initial strength to the side where the "experience" and "atrenchement" (added image below). And fuel (very important to force a patrol plane to return to base due to lack of fuel), and efficiency.
0.2 Put to name the new units from (Triggers/effects/spawn unit), here there is no option for this. The new units entering the battlefield (Turn more Later than the start escenary), they get it from here, and you have to be able to name each unit created.
0.3-When you want to rename a unit, and give it to "Accept Changes", you create a new unit on the map, by clicking = accepts the name but the order also will create a new unit (which you have assigned in stock) in the area this pointer, then you have to be deleting the created unit.
0.4-This would also be well put: Foul to see the characteristics as the unit (defense, attack in the bar downstairs where you select the units).
0.5-One option from game options to Switch ON/OFF FOW (Fire of war) vision around the map and all units.
0.6-A menu option o off window visible objective at every turn, it's very annoying to have to cancel that window every turn (having a hot key for this "o").
We explain the errors (or improvements needed) of the three levels of land, sea and air IA:
LAND: ----------------------
1.1-move to hex:
1.2-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
1.3-Adding a boarding option (to choose that port embarks unit, there are areas with different docks).
1.4-when active (ignore enemy) not disembark any unit from sea to land.
1.5-Note: The disembark has to be activated only in the beaches or ports, Marines, special forces, engineers can do in any area, but not an army, armored, artillery (Which they are units that need a logistics and space as a beach, port or shallow water).
1.6-With "target hex" The board therefore (with AI) and (when you play as a human), does not work (in my test) even having a turn next to the port to board. AI Not boarding inside ship, only entrenches
2.0-Defend hex = OK
3.0-Seek and destroy: No "target definition"
3.1-Note should be added the "target definition" choose to put specific targets of attack within range.
NAVAL: -----------------------
4.0-AI setup/Move to hex/Move to hex: Fails disembark, both beach and on land, tested the three functions: Hex target, target disembark, Ignore enemy.
4.1-Note: you need to put a "Point patrol" jump point for not having to use multiple ID for this (the editor only accepts max 16 ID)
4.2-naval defend hex: OK
4.3-naval Seek and destroy: Do not move or attack unless they see the enemy directly, or detects a reconnaissance plane. Besides having an icon (check or uncheck option) to move the detected enemy or enemy undetected for both land, sea or air (Seek and destroy).
4-4-Note: would have to be like the "air Seek and destroy" move and attack defined area and with a port icon "set base"
4.5-also you need to put a slider to selecting the "target definition" on small screens can not see the last targets (added image below).
AIR: -------------------
5.1-Air Patrol: The "patrol point" only jumps to the last point since.
Note: would have to jump several points, to avoid having to use multiple ID for this (the editor only accepts max 16 ID)
5.2-Air defense hex: Lack put the "defense positions" as in "defense hex" and "naval defense hex".
5.3-Air Seek and Destroy: OK
5.4-return base: OK
6.0-Note: Also it is Very Important to release the program edits the units.txt there are many units (especially for the future) and change the feature by hand is hard work. You need an editor for it To have all the visible Characteristics to change fast.
7.0 More ideas:
1- add an icon easy loading and unloading of the CV.
2-a slider to move around more than 3 cargo areas for CV and hangars.
3-add an icon easy Icon to up down submarine
4-Important add an icon easy Seaplane landed (port or sea landed) or flying. Note: All seaplanes must have a graphic to be landed in a port or in an island as it was historically, in both scenarios remain in the air made these units at the port.
5-VERY IMPORTANT: ADD in the future these NEWS UNITS SNIPER, BAZOOKA (more PIAT, PTRD,panzerfaust,Panzerbüchse), MORTER, POLICE,camp prisoners,bike+machine gun, radar movil, UNDERLAND TRENCH (japan),Barbed Wire, fences, ditches, FACTORIES TO BOMB (first objective of the bombers in WWII), REMOVE SHIP MINES (Minesweeper), generic heavy cruiser, AV TRANSPORT ( unit Transport adapted to a 1 Slot Cargo Seaplane) example: AV tangier AV Curtiss https://en.wikipedia.org/wiki/USS_Curtiss_(AV-4). Frogman (to load in submarine frogman and commandos), German Commandos brandenburger, italy torpedo man Maiale, Add Unit B-25Bs Mitchell adapted to the carrier Hornet operation Doolittle date 18/4/1942.
6-ADD PBY CATALINA switch to torpedo, bomb 4,000 lb or depth charge (Would have to haver 2 Units Catalina because by default the game only two slot accepts it, one switch unit with mines or depth charges, and another switch unit with bombs or torpedoes), and OS2U KINGFISHER with bomb 650 lb, add unit FAIREY SWORDFISH switch Unit torpedo or bomb and other with units with rockets or depth charge for the Royal Navy (In the game that the English aircraft carrier but not his plane star).
7-An icon to create long landing strip at an large airfield. Note: real maps with more zoom is necessary to 1 hex landing strip next to the hangar (1 hex = one kilometer in the game). By recreating two real scenarios I was missing 1 hex landing strip.
8-A port that accepts shallow water area for a dock submarines
9-Switch to load some aircraft depth charge (some planes had this option Ex: Catalina)
10-Switch to load some aircraft rocket
11-And these units to help raise supply and efficiency: Add unti Ambulance, hospital, ship hospital, mobile radar vehicle, Oil truck, truck transport (active), oil tank (active), hangar (active).
12-And generic first ships dreadnought,ironclads, Old CV HMS Argus With the option to update.
13-This is very important, a line of attack option to choose a type of unit (being able to choose their units.xt ID) within its branch in ( Seek and destroy land, air, naval).
Example: STRATEGIC BOMBERS attacking only these single units [SB2C-1_Helldiver_T] and [SB2C-3_Helldiver_T]
Example: STRUCTURES only one attack this unit [Hangar]
Note: So to specify attacking torpedo planes and dive bombers not. It is more important to first fire to torpedo planes,so it will be variable and not fixed (a pattern of repetitive AI) attack.