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  #1  
Old August 24th, 2005, 07:21 PM
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Artur Artur is offline
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Default Re: What Changes in the CD Version

Quote:
Mobhack said:
then you would be back to the original SSI version, where helicopters could fly over infantry at will, revealing all the ambushes etc, if the enemy force had nil or low AA, it was night etc.

By allowing infantry to drive off any helos nearby or oveerflying, it makes e.g. the Vietnam type games less of a walk-over for USA player.

And helicopter "high" is not very high - still within small arms engagement zone.

Andy
Wouldn't be a better solution to decrease the helos' spotting ability on high altitude and restrict rifle shots on them?

Artur.
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Old August 25th, 2005, 09:42 AM

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Default Re: What Changes in the CD Version

One minor OOB suggestion, re: Canada.

The ADATS (Air Defence Anti-Tank System) in the game is AA only (can't be used to shoot tanks, even though in real life they load TOW missiles, I believe). Would it be possible to code the ADATS to engage tanks as well as aircraft?


One other suggestion: add Venezuela OOB, make Pat Robertson happy?

Apart from that, keep it up. Love the game and can't wait for the patch.
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Old August 25th, 2005, 09:55 AM
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Default Re: What Changes in the CD Version

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Flyboy said:
One minor OOB suggestion, re: Canada.

The ADATS (Air Defence Anti-Tank System) in the game is AA only (can't be used to shoot tanks, even though in real life they load TOW missiles, I believe). Would it be possible to code the ADATS to engage tanks as well as aircraft?

Apart from that, keep it up. Love the game and can't wait for the patch.
Hmm - have you actually tried firing it at AFV type targets?

Special code exists for ATATS - and the missile is dual-purpose, they dont load TOW

Cheers
Andy
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Old August 25th, 2005, 11:44 AM

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Default Re: What Changes in the CD Version

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Mobhack said:

Hmm - have you actually tried firing it at AFV type targets?

Special code exists for ATATS - and the missile is dual-purpose, they dont load TOW

Cheers
Andy
Sorry to be obtuse - but do you mean the ADATS can shoot AFVs in WinMBT? I have to admit that this was a suggestion that carried over from SPMBT, so no, I haven't tried it.

BTW - I used to live in Edinburgh too (Dalkeith Road). In Canada now.
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Old August 25th, 2005, 04:49 PM
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Default Re: What Changes in the CD Version

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Flyboy said:
<snip> - but do you mean the ADATS can shoot AFVs in WinMBT? I have to admit that this was a suggestion that carried over from SPMBT, so no, I haven't tried it.
Yes, it **will** target tanks AND aircraft. It's always worth testing things before commenting

Don
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Old August 25th, 2005, 05:40 PM
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Default Re: What Changes in the CD Version

Quote:
Flyboy said:
Quote:
Mobhack said:

Hmm - have you actually tried firing it at AFV type targets?

Special code exists for ATATS - and the missile is dual-purpose, they dont load TOW

Cheers
Andy
Sorry to be obtuse - but do you mean the ADATS can shoot AFVs in WinMBT? I have to admit that this was a suggestion that carried over from SPMBT, so no, I haven't tried it.

BTW - I used to live in Edinburgh too (Dalkeith Road). In Canada now.
Yes - special code for SAM with HEAT values, which has always been there (check the weapon stats for details in Mobhack) - only ADATS uses this code feature.

Not detailed in the diocumentation as such a minor item for (?2?) user nations. But anyone running light recce AVF round in the rear zone of a modern Canadian army trying to play "whack the SAMS" may find themselves getting slapped back !

Try a test scenario and you will see them use HEAT values if they strike an AFV. The round is dual purpose SAM/ATGM - no need to have separate ATGM "rounds" issued in the OOB.

Though I would not go deliberately using them as tank hunters as perhaps too a) big/obvious and b) valuable to risk as such.

Cheers
Andy
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Old August 25th, 2005, 07:24 PM
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Default Re: What Changes in the CD Version

This unit did this in sp3 also.
It engaged AFVs, but was not recommended for use as an anti tank weapon...
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Old August 27th, 2005, 08:47 AM
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Default Re: What Changes in the CD Version

Here are the latests additons / corrections added to the patch

57] A new message will appear when ground units fire at aircraft and Helicopters indicating whether the aircraft / helo was hit by ground fire. The code has always run tests to see if a hit would cause damage but untill now you had no way of knowing if you were taking hits or not before the damage occured. Now you will see a message indicating that a hit has occured. If Damage is taken a second message indicating the damage will appear right after the hit message

58] Artillery and aircraft bomb collateral blast damage has been adjusted. Artillery cluster munitions have a minimum blast radius of 1 now and air-dropped cluster bombs have a radius of 2 hexes (speed and height of delivery, larger footprint). Previous versions of the executable had blast damage into surrounding hexes as well but we discovered a bit of code that was reducing this after it had been applied. That bit of code has been commented out and now you will find aircraft weapons and large calibre arty gives blast effects out to , in the case of 2000 lb bombs, a potentially lethal area of 200 yards around the point of impact. As well, there is a new game function that allows you to see the potential blast radius while the artillery barrage or airstrike is going on. Pressing the "R" key while in the bombardment or "Z" key menu will turn on or off the blast radius markers. There are white circles that show the maximum blast radius and there are yellow circles that show when known enemy units that are within the main blast radius are damaged by the blast effects. It is important to remember that even though the blast effect for some weapons like 2000 pound bombs may be quite large this does **NOT** mean that every hex and unit within the blast effect area is affected by the blast. This addition allows players who are interested to see just how the blast area works in the game. Blast effects are reduced by the distance from the impact hex, and the usual effects of dug-in status, being in cover etc. Cluster munitions are more evenly distributed over the blast area than an HE round, so range effect is reduced for them. Armoured vehicles more than 1 hex from the impact will tend to be supressed by blast rather than be destroyed by fragments, except with cluster munitions.

59] Units retreating and routed will now surrender a bit more than previous when the situation is "hopeless". There is less chance of a routed unit retreating into an enemy occupied hex now

60] There was a bug which deselected the current unit if you went to the HQ menu and then exited as player 2 in a game. In certain circumstances you could then examine player 1's artillery menu, and his force structure. FIXED


Attached is a screen shot showing "Blast Radius ON" when used with "Fast Arty" ON. This represents an MLRS cluster munitions attack
Attached Images
File Type: png 375864-Image9.png (225.1 KB, 273 views)
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