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Search: Posts Made By: Pyros
Forum: Vietnam Campaign Project October 8th, 2005, 06:49 AM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Ulf,

the main concept of the mission is to first defend the base and then contest the VP locations outside the camp, so perhaps your aggressive tactics ...
Forum: Vietnam Campaign Project October 8th, 2005, 04:35 AM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Yes Ulf,

the NVA sappers and active NVA attackers appear as reinforcements all the way behind the wires from turn 10-15 with a 10% probability (only the few VC sappers appear in front of the wires...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 08:11 PM
Replies: 21
Views: 5,426
Posted By Pyros
Re: Can you change the direction of AI retreat?

Yes, this is the case.

The game ,once you have clicked the "create beach" button has automatically changed the map from "normal" to "beach landing"...
After that action, the only way to make your...
Forum: Vietnam Campaign Project October 7th, 2005, 07:56 PM
Replies: 18
Views: 24,239
Posted By Pyros
Re: LZ-Xray topo map

Here is the topo prototype:

http://www.shrapnelcommunity.com/threads/uploads/385924-Ia_Drang_Valley_Croppedcopytopo2.JPG
Forum: Vietnam Campaign Project October 7th, 2005, 07:53 PM
Replies: 18
Views: 24,239
Posted By Pyros
LZ-Xray topo map

After several days of map work I have almost completed the topo stage of the LZ-Xray map.

The next post shows part of the topo map.

...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 07:18 PM
Replies: 21
Views: 5,426
Posted By Pyros
Re: Can you change the direction of AI retreat?

Probably it is better if it is the player's units that retreat to the water hexes, because you will have better control (moral control, protection, smoke cover, etc...) over their reactions.
Leave...
Forum: Vietnam Campaign Project October 7th, 2005, 07:04 PM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

There are a lot of enemy units in this scenario, but these units will engage at a very slow rate up to the turn 30-35.
Almost all enemy units start their movement behind the "wires" and they will...
Forum: WinSPMBT October 7th, 2005, 06:54 PM
Replies: 11
Views: 3,615
Posted By Pyros
Re: Bug or what?

Hi,

I am not sure, but sometimes the map could create some very weird road patterns... maybe this was the case.
Anyway, if the rarity of this issue is very low then you may call it..."a bad...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 06:43 PM
Replies: 21
Views: 5,426
Posted By Pyros
Re: Can you change the direction of AI retreat?

Here is your answer:

If they posses swimming ability/movement they will start moving/swimming through the water hexes until they reach the edge of the map.
If they don't have water movement and...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 06:41 PM
Replies: 8
Views: 2,453
Posted By Pyros
Re: Core Forces in Campaigns

Keep asking... I am sure that a lot of people are interested (and profit) from this kind of questions... http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

p.s There are far...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 05:37 AM
Replies: 21
Views: 5,426
Posted By Pyros
Re: Can you change the direction of AI retreat?

Ok,

First of all, you can't modify the retreat direction to anything else than a left-right axis (if you put obstacles * for example impassable terrain for vehicles, you may force these units to...
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 04:20 AM
Replies: 21
Views: 5,426
Posted By Pyros
Re: Can you change the direction of AI retreat?

Hi,

You should specify if your scenario is a beach landing scenario?

If it is, then the answer is no.

cheers,
Pyros
Forum: Campaigns, Scenarios & Maps October 7th, 2005, 03:28 AM
Replies: 8
Views: 2,453
Posted By Pyros
Re: Core Forces in Campaigns

WB,

The only thing you have to do is:

1. Link scenario No1: Buy the core force that you wish the player uses as core force (you shouldn't mark these units as AUX/FIX and you shouldn't buy any...
Forum: WinSPMBT October 5th, 2005, 05:08 PM
Replies: 1
Views: 1,701
Posted By Pyros
Re: Editing the number of turns

Hi,

There is a very complicated way to accomplish what you ask. It is based on re-naming the specific (link) campaign scenario into a sp-scenario and then modifying it in the scenario editor.
...
Forum: WinSPMBT October 5th, 2005, 03:11 PM
Replies: 6
Views: 3,114
Posted By Pyros
Re: Message delay

Hi Petri,

Several new features could be added to the game engine, but this is something that the developers Don G. and Andy G. should decide.

From what I know, all their development time has...
Forum: Vietnam Campaign Project October 5th, 2005, 02:49 PM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Yes,

the point of these battles is to first use your support elements and then advance.

In the primary mission you will have to defend from a N, NE attack on the base and you will have to repel...
Forum: Campaigns, Scenarios & Maps October 5th, 2005, 02:38 PM
Replies: 7
Views: 2,199
Posted By Pyros
Re: question about unit flags in scenario design

WB,

This fine game offers many possibilities for the scenario designer. For sure there are more than one way to achieve a desired modification to a unit or create/simulate a battle situation.
I...
Forum: Campaigns, Scenarios & Maps October 4th, 2005, 06:45 PM
Replies: 7
Views: 3,452
Posted By Pyros
Re: Campaign design questions

Artur,

If you like to set fix replacement points (either for your core force or for aux support) you should put the minus sign "-" before the value you wish to set.

For example if you wish...
Forum: Vietnam Campaign Project October 4th, 2005, 03:18 PM
Replies: 2
Views: 12,380
Posted By Pyros
Re: map designing with topo and coordinates

Here is a zoom of the visual aids (orchads and hedgerows at the points of intersection):

http://www.shrapnelcommunity.com/threads/uploads/385036-dotsmap.JPG
Forum: Vietnam Campaign Project October 4th, 2005, 03:13 PM
Replies: 2
Views: 12,380
Posted By Pyros
Re: map designing with topo and coordinates

Here is the topo:

http://www.shrapnelcommunity.com/threads/uploads/385035-LZXray.JPG
Forum: Vietnam Campaign Project October 4th, 2005, 03:08 PM
Replies: 2
Views: 12,380
Posted By Pyros
map designing with topo and coordinates

Hi,

Here is a visual method that helps me keeping track when transferring a toppo map on a game map.

First you set coordinates in the topo map and then you choose a different scale for X and Y....
Forum: Vietnam Campaign Project October 4th, 2005, 05:27 AM
Replies: 6
Views: 14,700
Posted By Pyros
Re: BUGs / ISSUEs with Patch version2.0

In a defend/delay game with very few turns the AI may assign as "Reaction turn" values as the following ones:

250, 255, 0

cheers,
Pyros
Forum: Campaigns, Scenarios & Maps October 4th, 2005, 05:07 AM
Replies: 7
Views: 2,199
Posted By Pyros
Re: question about unit flags in scenario design

Tom,

There is also another (more direct) solution to your problem.
Simply set as Player1 the US and then buy whatever "captured" equipment.
Then you may add to your force selection any required...
Forum: Campaigns, Scenarios & Maps October 4th, 2005, 02:14 AM
Replies: 7
Views: 2,199
Posted By Pyros
Re: question about unit flags in scenario design

Hi,

I am not sure if this will work but try this:

While designing your scenario (editor), after you have bought any Belgium units try to alter the nationality of player's1 forces by selecting...
Forum: Campaigns, Scenarios & Maps October 3rd, 2005, 03:19 PM
Replies: 7
Views: 3,452
Posted By Pyros
Re: Campaign design questions

Hi Artur,

While in the editor, you must select the button "Deploy for Player1".
Then in the map screen you may deploy the AUX/FIX units of player1.
Now, if you wish to set a specific deployment...
Showing results 351 to 375 of 500

 
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