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Re: US Sherman Tank
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After all it's just a rough estimation of the overall combat capabilities into a broad category. Narwan |
Re: US Sherman Tank
The 75 shermans WOULD become useful when german heavies become rare, though it doesn't seems to happen in game, i checked the radio codes for tigers, panthers and koenigstiger, they seem to be all X0(90 i think), shouldn't tigers get a 91 late in the war?
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Re: US Sherman Tank
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You may have been playing as USA in the bulge? - the Nazi pick will go for them a bit more in that time. Andy |
Re: US Sherman Tank
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All I can say is WOW just how much time did you spend sorting AI pick lists & map codes. Blown my mind we take all these little things for granted but in reality chuck in research & you have got to be talking serious time. :bow: |
Re: US Sherman Tank
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cbo |
Re: US Sherman Tank
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The inventory of Tigers I+II in February 1945 was 442 which has to be seen against 262 Tiger I at the time of Kursk. The highest number was 726 Tiger I+II in July 1944, but that dropped rapidly over the summer, down to 460 in October 1944. cbo |
Re: US Sherman Tank
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I'm going to jump in here only because many people seem very confused about radio codes and what they mean and what they do as I have found recently working my way though the 110+ pages of OOB complaints I accumulated since the last SPMBT patch. Radio codes apply the same to both games First off, let's ensure EVERYBODY reading this understands the codes X0 is common X1 is rare X2 is more than common so call it "plentiful" X3 is the code that stops the AI from buying them in a game ( but humans can ) X1 can mean a tank is "rare" but normally for really rare vehicles we give it a X3 radio code so the AI won't pick it at all HOWEVER ( this is important...) The AI, when buying UNITS for it's FORMATIONS . Formations are set in MBT in picklists and hardcoded in code in WW2. Each nations is completely different than the others and are set up differently if that nation fought on different fronts against different opponents. The German Picklist in winSPWW2 is 1470 lines of code. It's not a simple thing we threw together. Other nations are the same. If you've ever played as the Canadians you may have noticed that in Normandy they seem to fight the SS a lot and later on in '44 and into '45 they seem to fight Fallshirmjaeger a lot. That didn't happen by accident. It was programmed in Now, back to the radio codes..... The AI, when it picks units for those formations starts at unit slot 999 and works its way up the list stopping at the first unit that strikes it's fancy. The next time it picks it does the same thing and might skip that unit or pick one with a higher unit number or skip that and look nearer the top of the list ( lower unit number ). Think of it climbing a ladder each time it picks and certain rungs have units it can consider and it deals with them in a simple Y/N. If it's Y it stops there , climbs down and and starts picking the next formation. If it decides N then it continues up the ladder until if finds the next unit the fulfills it's requirements and does a Y/N on that. ( etc etc ) That's just the way it works so we have to adapt the way we manipulate the radio codes to ensure we get the balance we want and sometimes we have to make things X1 ( rare ) or X2 ( more than common ) simply to get the picks the way we want then in most cases ( because there are a lot of randoms built into the game to ensure you don't see the same thing over and over and over ) Radio codes are our way of balancing out those picks so DO NOT assume because there weren't many tanks of a type it *must* get an X1 radio code. It's high up on the list we might give it a X0 or even an X2 simply so that it will be picked sometime So NO ----Panthers and Tigers should not be "91 late in the war" becasue they exist in their own formations and it's the formations the AI buys for and we are the ones who tell it when to buy and when not to buy those formations that appear in the game Don |
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