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Do you own this game? Write a review and let others know how you like it.
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March 10th, 2008, 01:56 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,705
Thanks: 4,147
Thanked 5,941 Times in 2,922 Posts
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Re: German Motorcycles and their Units
I have already added dismountable MC units and formations to this OOB. That's as far as I plan to go with this for this next patch and the code has been altered so that the game will load MC "passengers" in an auto deploy situation or if they are given to the AI to use but right now I have no plans to put them on the AI's picklist.
Once the Patch is released everyone can have a go at telling me how they would have done it differently.
Don
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March 11th, 2008, 05:13 PM
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Corporal
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Join Date: Feb 2007
Location: UK
Posts: 87
Thanks: 1
Thanked 2 Times in 1 Post
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Re: German Motorcycles and their Units
Don
Thanks for your efforts, I look foward to the next patch! Don't be so cynical anyhow! You guys do a great job and you can't worry about pleasing every one all of the time as the saying goes!
Regards
__________________
"Boot 'em, don't spatter 'em!" - Heinz Guderian
Ian
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May 2nd, 2008, 03:51 PM
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Corporal
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Join Date: Feb 2007
Location: UK
Posts: 87
Thanks: 1
Thanked 2 Times in 1 Post
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Re: German Motorcycles and their Units
Just a quick thank you for the work done on the Krad units in the German order of battle in the new patch. They play well and are just what I was hoping for.
thanks guys
__________________
"Boot 'em, don't spatter 'em!" - Heinz Guderian
Ian
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May 3rd, 2008, 07:31 AM
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Corporal
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Join Date: Oct 2006
Posts: 178
Thanks: 6
Thanked 3 Times in 3 Posts
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Re: German Motorcycles and their Units
Thanks for pointing that out, blitzkreig - I just downloaded the new patch and was about to re-mod my version of the dismount-capable Kradschuetzen when I read your post - I'm pleased to see that my version has largely been adapted and some other minor corrections have been incorporated in the new German OOB. Great job!
(last night my PC broke down, with all my OOBs and much more important stuff on it and I only got saves of some of my files... I hope the hard-drive is still ok - if not, I'm screwed  ()
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'Qui desiderat pacem, bellum praeparat' - Flavius Vegetius Renatus (~400 AD), in the preface to 'De re militari'
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May 4th, 2008, 01:34 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,705
Thanks: 4,147
Thanked 5,941 Times in 2,922 Posts
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Re: German Motorcycles and their Units
We started to look at the way Bicycle infantry is handled in the game after all the other work had been done but there were code and scenario issues that would have involved extensive testing that would have either delayed the release or forced us to rush testing neither of which we were willing to do so that is a change that will have to wait.
Don
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May 5th, 2008, 01:38 AM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: German Motorcycles and their Units
Hope to give the new mod a test under combat soon!
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May 6th, 2008, 06:23 AM
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Corporal
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Join Date: Oct 2006
Posts: 178
Thanks: 6
Thanked 3 Times in 3 Posts
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Re: German Motorcycles and their Units
I'm already happy with the new Kradschuetzen model, I never tried the bicycle infantry but I suppose currently they are fast but must be very vulnerable due to having size=2, just like cavalry. If you go the same way as with the motorcycle units and give them bicycle transports, this would do the trick, but concerning their movement rating I wonder if a satisfactory solution can be found - better just leave them as normal infantery but maybe reduced to size=1 and retain the higher movement rating.
For cavalry, I usually use a combination of cavalry transports, loaded with normal infantry just like in the case of my Krad infantry, plus a few permanently-mounted cav scouts, the type of guys who never leave their saddle, not even for eating, peeing or sleeping ;-).
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'Qui desiderat pacem, bellum praeparat' - Flavius Vegetius Renatus (~400 AD), in the preface to 'De re militari'
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