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Search: Posts Made By: Pyros
Forum: Vietnam Campaign Project October 3rd, 2005, 03:36 AM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Ulf can you add your last save game?
What were your casualties in that mission?

Few words about the next (primary) mission.

The NVA forces have just started the assault against the Plei Me SP...
Forum: WinSPMBT October 2nd, 2005, 03:49 PM
Replies: 35
Views: 8,977
Posted By Pyros
Re: Side-effect of reaction turn 98

I did some more testing on the AI delay/defend mechanism and judging from the results (data of several generated battles) I concluded that in version 1.0 approximately the 60% of units had assigned...
Forum: Vietnam Campaign Project October 2nd, 2005, 03:40 AM
Replies: 6
Views: 14,700
Posted By Pyros
Re: BUGs / ISSUEs with Patch version2.0

Here are 2 screenshot at turn2; the first is taken from version 2.0 and the second is taken from version1.0

In version2.0 the 90% of the AI controlled units have left their positions on turn2 (AI...
Forum: Vietnam Campaign Project October 1st, 2005, 07:09 PM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Hi Remco,

There is always a practical way to help the player by editing the map and adding there some tactical info (about the general direction/axis of approach of incoming enemy forces).
This...
Forum: Vietnam Campaign Project October 1st, 2005, 05:32 AM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Few words about arty mechanism:

The new arty routines include AI arty mission on any occupation of VP hex.

What does this mean in the secondary mission?

The moment your first elements...
Forum: Vietnam Campaign Project October 1st, 2005, 04:21 AM
Replies: 20
Views: 25,064
Posted By Pyros
Re: BETA: PLEI ME version1.0

Hi Remco,

If you decisively lose this secondary mission you won't be able to play the primary mission and you will be redirected to the after-primary link where you will get the same replacement...
Forum: Vietnam Campaign Project September 30th, 2005, 05:12 PM
Replies: 6
Views: 14,700
Posted By Pyros
Re: BUGs / ISSUEs with Patch version2.0

If you delete the HQ on Issue No8 then the program will stop responding:

http://www.shrapnelcommunity.com/threads/uploads/384190-CTD%20HQ.JPG
Forum: Vietnam Campaign Project September 30th, 2005, 04:24 PM
Replies: 6
Views: 14,700
Posted By Pyros
Re: BUGs / ISSUEs with Patch version2.0

This is the picture of the Ghost smoke arty trace;

http://www.shrapnelcommunity.com/threads/uploads/384175-gost-smoke.JPG
Forum: WinSPMBT September 30th, 2005, 03:10 PM
Replies: 35
Views: 8,977
Posted By Pyros
Re: ??

Beeg,

For a problem as critical as the "reaction 99 issue", I think that a FIX will be issued as soon as possible.

cheers,
Pyros
Forum: WinSPMBT September 30th, 2005, 11:03 AM
Replies: 35
Views: 8,977
Posted By Pyros
Re: ??

Bernard,

IMO try to design/direct the AI movement with the careful positioning of VP flags.
The AI units will almost always ignore any way-point in order to contest VP flags.

If you wish to...
Forum: Vietnam Campaign Project September 30th, 2005, 09:59 AM
Replies: 6
Views: 14,700
Posted By Pyros
Re: BUGs / ISSUEs with Patch version2.0

While reforming a custom scenario, I experienced the following:

Each new unit was taking the correct index number but it was positioned in the top of the A -> HQ (look at picture)

...
Forum: Campaigns, Scenarios & Maps September 30th, 2005, 08:30 AM
Replies: 6
Views: 2,113
Posted By Pyros
Re: design question about aircraft

Tom,

Here is another way to have always air missions at a delay of 0.1-0.3:

With an FO you should always try to assign 2-3 Air strikes at 1.0 delay at the end of your turn.
In the next turn...
Forum: Campaigns, Scenarios & Maps September 30th, 2005, 06:43 AM
Replies: 6
Views: 2,113
Posted By Pyros
Re: design question about aircraft

Tom,

In your case, try to experiment in a custom scenario with the use of a modified FO (experience 190+). I think that most of the air attacks will arrive at 1.3 or something (which is...
Forum: Campaigns, Scenarios & Maps September 30th, 2005, 04:12 AM
Replies: 6
Views: 2,113
Posted By Pyros
Re: design question about aircraft

Hi,

You may do any of the following:

1. Put the pre-assigned artillery targets (zeroed during the deployment phase) and then call your air strikes at a delay of 1.0 plus the corrections

2....
Forum: WinSPMBT September 30th, 2005, 01:57 AM
Replies: 17
Views: 6,118
Posted By Pyros
Re: Adding new scenario utility

Hi,

I think WB has mentioned something like this, probably in the campaign subforum.

cheers,
Pyros
Forum: WinSPMBT September 29th, 2005, 06:28 PM
Replies: 35
Views: 8,977
Posted By Pyros
Re: ??

Hi Artur,

This only works if you set the battle for AI delay/defend.

If you set the AI defenders to REACTION 98 then these formations will stand ground during the whole duration of the battle...
Forum: WinSPMBT September 29th, 2005, 04:47 PM
Replies: 35
Views: 8,977
Posted By Pyros
Re: Side-effect of reaction turn 98

Yes nosrac,

This should create problems with every delay/defend generated battle/campaign, in which the deployment is set to AI.

cheers,
Pyros
Forum: WinSPMBT September 29th, 2005, 03:36 PM
Replies: 35
Views: 8,977
Posted By Pyros
Side-effect of reaction turn 98

Sadly, it seems there is a problem in the new EXE 2.0.

This was caused by the modification of the reaction turn with the addition of REACTION TURN 98. This has somehow, altered (erased) the...
Forum: WinSPMBT September 29th, 2005, 03:28 PM
Replies: 35
Views: 8,977
Posted By Pyros
Re: New version issue - defenders attacking

Beeg,

Unfortunately, I think that this was not intended.

After I ran a short test assault/defend scenario against the AI, I noticed that the AI has left all fortified positions and moved...
Forum: WinSPMBT September 29th, 2005, 11:50 AM
Replies: 4
Views: 3,584
Posted By Pyros
Re: 2 artillery (screen) related bugs in WinSPMBT

jvankessel,

First of all, any feedback is welcomed and you aren't wasting my time. http://forum.shrapnelgames.com/images/smilies/happy.gif

Secondly, the first time I tried to confirm your...
Forum: WinSPMBT September 29th, 2005, 11:43 AM
Replies: 35
Views: 8,977
Posted By Pyros
Re: New version issue - defenders attacking

BEEG,

Although, I am not sure if this was intended (manual setting of 99), I will try to help you with the new settings:

Set your mission to delay or defend and then manually set the REACTION...
Forum: WinSPMBT September 29th, 2005, 10:01 AM
Replies: 4
Views: 3,584
Posted By Pyros
Re: 2 artillery (screen) related bugs in WinSPMBT 2.0

jvankessel,

Can you please specify me the settings for the off-map rocket arty issue? Or even better, can you attach a savegame file?

I tried to confirm your remark but with my settings,...
Forum: Vietnam Campaign Project September 29th, 2005, 09:57 AM
Replies: 6
Views: 14,700
Posted By Pyros
BUGs / ISSUEs with Patch version2.0

1. (from jvankessel) : Offmap rocket artillery missions assigned in the deployment phase, get executed at the end of the opponent's first turn. (This might also be the case for other offmap...
Forum: WinSPMBT September 29th, 2005, 09:20 AM
Replies: 4
Views: 3,584
Posted By Pyros
Re: 2 artillery (screen) related bugs in WinSPMBT 2.0

Hi,

Your comments are appreciated and well pointed.


cheers,
Pyros
Forum: Campaigns, Scenarios & Maps September 29th, 2005, 04:10 AM
Replies: 8
Views: 2,205
Posted By Pyros
Re: To all persons involved in the campaign project.

Gentlemen,

The sample chapter has been designed for WinSPMBT version2.0.

cheers,
Pyros
Showing results 376 to 400 of 500

 
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