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Showing results 26 to 50 of 130
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Posts Made By:
Felix Nephthys
Forum:
WinSPMBT
April 20th, 2021, 02:10 PM
Replies:
54
winSPMBT version 10.0 - 15.0 Consolidation patch (2021)
Views:
37,853
Posted By
Felix Nephthys
Re: winSPMBT version 10.0 - 15.0 Consolidation patch
Just to clarify, these two items are talking about the same thing, correct?
Also, what exactly does this look like because I can't seem to see it when playing scenarios where I transport units.
Forum:
WinSPMBT
March 28th, 2021, 08:23 PM
Replies:
19
How much "protection does a building offer"
Views:
9,055
Posted By
Felix Nephthys
Re: How much "protection does a building offer"
Godzilla, the only one who doesn't care whether or not breakdowns are on or off in your preferences.
...
Forum:
WinSPMBT
February 26th, 2021, 09:41 PM
Replies:
9
Question:
A0 HQ/Force Morale/Off-map Comm
Views:
4,511
Posted By
Felix Nephthys
A0 HQ/Force Morale/Off-map Comm
After posting in another thread, HQ unit for AI run side (http://forum.shrapnelgames.com/showthread.php?t=52644), I thought I would make a new post altogether as I have questions.
My question has...
Forum:
WinSPMBT
February 25th, 2021, 07:28 AM
Replies:
13
HQ unit for AI run side
Views:
7,018
Posted By
Felix Nephthys
Re: HQ unit for AI run side
I guess for me I've always treated it as just another command unit, albeit the most important one (the morale issue if it's destroyed comes to mind here). As far as off-map units being unavailable...
Forum:
WinSPMBT
February 25th, 2021, 05:41 AM
Replies:
13
HQ unit for AI run side
Views:
7,018
Posted By
Felix Nephthys
Re: HQ unit for AI run side
Isn't this true for all x0 units?
Forum:
WinSPMBT
February 25th, 2021, 04:11 AM
Replies:
13
HQ unit for AI run side
Views:
7,018
Posted By
Felix Nephthys
Re: HQ unit for AI run side
I think the main issue to watch for with your A0 units is during a campaign against the AI where the loss of that unit means the termination of that particular campaign. However, according to the...
Forum:
WinSPMBT
February 25th, 2021, 03:55 AM
Replies:
13
HQ unit for AI run side
Views:
7,018
Posted By
Felix Nephthys
Re: HQ unit for AI run side
You can try this save attached below. It's the tutorial scenario for WinSPMBT. I took the liberty of having the A0 unit for the US side commit suicide on turn 2 so play around with it against the...
Forum:
WinSPMBT
February 9th, 2021, 02:19 PM
Replies:
3
Should air assets have counter-battery options
Views:
3,984
Posted By
Felix Nephthys
Re: Should air assets have counter-battery options
If I might weigh in here, the idea on the surface seems fine except that air units have a very limited amount of ammo to begin with and if I have an idle fighter or bomber I want very tight control...
Forum:
TO&Es
November 26th, 2020, 04:44 AM
Replies:
12
Various issues
Views:
4,942
Posted By
Felix Nephthys
Re: Various issues
Survey says...
Forum:
TO&Es
November 23rd, 2020, 12:55 PM
Replies:
12
Various issues
Views:
4,942
Posted By
Felix Nephthys
Re: Various issues
Are you talking about the little unit flags? Or the identifiers for the units that say A0-BN, B0, C1, etc.?
Forum:
Mods
November 1st, 2020, 01:20 PM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
1. If you double the weapon range, you need to double the size of the map to get the same area that there is now, that doesn't seem like a strange concept to me.
2. Don't you just want twice the...
Forum:
Mods
October 31st, 2020, 12:56 PM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
Thank you for the link about the frontages. Well, I for one appreciate all the hard work you guys do on the game, and all that for over two decades now. I honestly don't see how any of the changes...
Forum:
Mods
October 31st, 2020, 07:04 AM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
Ok, I don't know what this import function is so you'll have to enlighten me. However, let me just see if I can drive down to the bedrock of what you are wanting to accomplish (let me know if I'm in...
Forum:
Mods
October 30th, 2020, 01:00 PM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
No, I have not, because I'm satisfied with the way it is now. As for your idea, it's fine if that's how you like to play the game, the tools are there for you to modify it, what I'm opposed to is...
Forum:
WinSPWW2
October 29th, 2020, 05:00 AM
Replies:
1
Question:
Assault Boats Destroyed But Not Sunk?
Views:
3,295
Posted By
Felix Nephthys
Assault Boats Destroyed But Not Sunk?
This may sound like a stupid question but here goes...
It's been awhile since I played a battle that used assault boats for infantry so I don't quite remember how this works but is it normal for...
Forum:
Mods
October 25th, 2020, 06:04 AM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
Kiwi, I feel like it's the hexes themselves and the time abstract in the game (approximately 3 minutes per turn) that is tripping you up. It honestly makes me wonder if a hex based wargame is giving...
Forum:
Mods
October 25th, 2020, 04:33 AM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
https://i.pinimg.com/originals/c9/a1/bc/c9a1bc576dce51479934b5fb6eaac3f5.jpg
I just don't know whether to laugh, cry, or maybe contemplate self-love with a cheese grater.
If there is some...
Forum:
Mods
October 8th, 2020, 12:22 PM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
Which I think brings us back to the earlier point that this can already be done in Mobhack and through a combination of the settings in the game such as Hitting, Inf./Tank Toughness, and Art....
Forum:
Mods
September 29th, 2020, 06:02 AM
Replies:
30
Range doubling
Views:
24,562
Posted By
Felix Nephthys
Re: Range doubling
This is obviously never going to happen anyways, but I'm wondering if Kiwi has ever thought about what other players want. I for one am satisfied with the way it is as far as the ranges are concerned...
Forum:
WinSPMBT
August 10th, 2020, 03:42 AM
Replies:
37
Apache helicopter countermeasure
Views:
21,070
Posted By
Felix Nephthys
Re: Apache helicopter countermeasure
It seems that for an RPG shot against a helicopter it does in fact have to be landed, otherwise the RPG unit will only fire their rifles or machine gun at it.
Forum:
WinSPMBT
August 9th, 2020, 02:25 AM
Replies:
37
Apache helicopter countermeasure
Views:
21,070
Posted By
Felix Nephthys
Re: Apache helicopter countermeasure
I'm reminded of the scene in Red Dawn where the Russian chopper takes a hit from an RPG. Just out of curiosity since my mind is drawing a blank here tonight, is this same thing possible in game?...
Forum:
Campaigns, Scenarios & Maps
July 12th, 2020, 04:12 AM
Replies:
29
Scenario:
#3 The Road to El-Arish
Views:
18,951
Posted By
Felix Nephthys
Re: #3 The Road to El-Arish
This actually just reminded me of a funny error in MBT scenario 51 AIW: Bir Gifgafa 11/56. Israeli unit A1 is a jeep but when it moves it makes the sound of a horse. Not really a problem at all, more...
Forum:
WinSPMBT
July 9th, 2020, 03:53 AM
Replies:
14
Question:
Artillery Plotting Without Actually Firing Guns
Views:
8,646
Posted By
Felix Nephthys
Re: Artillery Plotting Without Actually Firing Guns
Never thought about doing this. It borderlines on cheating, if not for the "warning". Still, not sure I see the point unless you are playing with a small map and/or many artillery units.[/QUOTE]
...
Forum:
WinSPMBT
July 8th, 2020, 12:35 AM
Replies:
14
Question:
Artillery Plotting Without Actually Firing Guns
Views:
8,646
Posted By
Felix Nephthys
Artillery Plotting Without Actually Firing Guns
I've tried to see if this is a subject that has been covered before here in the forums for both MBT and WW2 but couldn't find anything so here goes.
Does anyone use the tactic of plotting...
Forum:
WinSPMBT
July 5th, 2020, 02:47 PM
Replies:
6
Off-Topic
Views:
3,966
Posted By
Felix Nephthys
Re: Off-Topic
All I can think of is to try and contact the developer at the Steam page for the game. https://store.steampowered.com/app/551620/Approaching_Infinity/
Showing results 26 to 50 of 130
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