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  #1  
Old November 8th, 2005, 05:38 PM

Nox Nox is offline
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Default Some suggestions for SPMBT / SPWW2

Great game. Here are some suggestions for the future:

#1. It would appear that message delay 0 is not 0. In the DOS version there was much smaller pause between weapons fire messages in the 0 setting. IMHO the player should have the option to set message delay as low as possible or even off. This also speeds up the game nicely.

#2. When a mission is comleted in a gampaign the game promts the player to save however loading this save does not work sometimes. It would also appear that reinstalling the game helps this problem but it comes back after a while again.

#3. When starting a battle the player sides could be labeled like in the Editor screen. eg. Player1(right), Player2(left). This would be wery useful when playing on custom maps where the faction starting sides matter.

#4. A custom map can be saved whit victory hexes, but when playing this map the victory hexes are gone and have to be manualy set. Could it be possible that the game would use the map designers victoryhexes?
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Old November 8th, 2005, 05:51 PM
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Pyros Pyros is offline
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Default Re: Some suggestions for SPMBT / SPWW2

Hi,

Look inside the game data folder/CamoGame configuration settings and then edit;

locate this one:

; Adjust message delay length by this amount of milliseconds (- deduct, + add)
; Basic message delays for the settings are
; 0 = 250 Milliseconds (1/4 second)
; 1 = 500 Milliseconds
; 2 = 750 Milliseconds
; 3 = 1000 Milliseconds
; 4 = 1250 Milliseconds
; Minimum delay is 20 Milliseconds, so a DelayAdjust of -250
; will result in Message Delay 0 = 20 Ms, 1 = 250 Ms, 2 = 500Ms etc

DelayAdjust=0;

******************

Concerning the VP hexes,

I think that this could happen only if the VP hexes were part of the map editor (which they aren't).
IMO, it is not worth the effort to change this game aspect.

******************

concerning the last savegame issue:

Sometimes if you exit the game and then you re-enter will solve the problem, but my advice is to always save a campaign scenario one turn before the scenario ends.

cheers,
Pyros
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Old November 8th, 2005, 06:34 PM

Nox Nox is offline
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Default Re: Some suggestions for SPMBT / SPWW2

Thank you for a quick and informative reply.

I editet the CamoGame.ini and the message delay is perfect now.
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Old November 8th, 2005, 06:42 PM
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Pyros Pyros is offline
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Default Re: Some suggestions for SPMBT / SPWW2

You are welcome.
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  #5  
Old November 8th, 2005, 07:37 PM
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Default Re: Some suggestions for SPMBT / SPWW2


There is one gamey tactic that could be fixed. What do you think of making units be able to pop smoke JUST if they did not move in the current turn? Fireing smoke with tanks' main guns would be an exception of course.

The cote wich does the turret turning into the movement direction could be taken out.

Dense forest terrain could be implemented. In most cases armor is NOT able to go through the woods yet in SP they can. (See how Combat Mission solves that.)
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Old November 8th, 2005, 08:06 PM
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Default Re: Some suggestions for SPMBT / SPWW2

Artur,

The game is great and we haven't yet understand its full potentials...

Try this:

1.Action:
Add rough terrain on a hex. Then on top of it add forest.
Result:
Your armor won't be able to travel with more than 1-2 speed inside the forest.

2. Action:
Add impassable terrain on a hex. Then on top of it add forest.
Result:
Your armor won't be able to enter the forest hex.

Concerning smoke, in modern battlefields, smoke is not an issue of great importance
In post WW2 battlefields it could be an issue, but I don't think that to throw several smoke grenades would require more than 30-45 seconds?

cheers,
Pyros

p.s How about consuming two or three actions (shots) for using a smoke grenade? Would this simulate better the required time for creating an effective field of smoke cover? (don't get any ideas, I am joking )
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Old November 9th, 2005, 12:17 PM

Cameronius Cameronius is offline
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Default Re: Some suggestions for SPMBT / SPWW2

Quote:
Artur said:

There is one gamey tactic that could be fixed. What do you think of making units be able to pop smoke JUST if they did not move in the current turn? Fireing smoke with tanks' main guns would be an exception of course.
In a ten man squad usually only the squad leader and perhaps 1 or 2 others will carry the smoke grenades. The Leader will usually control their use and pop them himself. Leaving the nine others free to fire and/or move. The 1 point penalty for using smoke is quite realistic, IMHO.
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