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Re: winSPMBT V11 upgrade for 2017
As per opfire on turn with an '87-88 Sovs vs Nato campaign after three meeting engagements it's hardly noticeable. Can't remember if it was triggered at all, except maybe when the AI turned. Suppose an assault is the true test, since you're bound to be looking in all directions to make sure you haven't bypassed enemy looking for a flank shot on one of your tanks, especially one of them super-duper mine-clearing behemoths!
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Re: winSPMBT V11 upgrade for 2017
Initially, it was too sensitive and we dialed it back.... I didn't see how anyone would think a very slight change in infantry facing would trigger opfire reaction from units 500m away which is what was happening at first....you couldn't do anything without getting a reaction so it was subdued a bit....add in smoke etc and now you have to be close to trigger reaction for movement.
It wasn't intended to be a game changer mainly to trigger opfire on tanks turning hull or turret..infantry changing facing was a byproduct and the visibility setting for the battle has an effect on it as well |
Re: winSPMBT V11 upgrade for 2017
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Re: winSPMBT V11 upgrade for 2017
Well, that's the way it should be working....tanks turning hull and turret should be generating a more active reaction based on unit size but remember that battle conditions, like smoke and enemy experience, morale and suppression all factor in
EDIT I just double checked with a campaign I'm running/testing in winSPWW2. changing hull position for a HT generated an OPfire response from a tank 3 hexes away ( through trees...... ) but a change in facing for the infantry in the same hex did not so it's working the way we expected it to from my POV |
Re: winSPMBT V11 upgrade for 2017
Very good; infantry is harder to spot after all. The present configuration seems A-OK. Initial apprehensions concerning unintended consequences have since evaporated. Great work guys!
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Re: winSPMBT V11 upgrade for 2017
There is now a revised ver 11.01 of the patch posted to DL. The explanation is in the first post of this thread.
Don |
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How to reproduce: create a map with a rough slope hex and add a secondary road thru that hex. The game will then ask for confirmation even though the road prevents the vehicle from losing mobility. |
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