.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Mods
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old November 1st, 2020, 06:25 AM

Kiwikkiwik Kiwikkiwik is offline
BANNED USER
 
Join Date: Mar 2016
Posts: 183
Thanks: 8
Thanked 21 Times in 16 Posts
Kiwikkiwik is on a distinguished road
Default Re: Range doubling

Hi Felix
The impot function is a very commonly used, straightforward, methods of importing large lumps of data into files in this case from a spreadsheet into the OOB files I'm surprised the Designers cant get it to work. Secretaries in Offices manage to do it.

1. Because if you doubled the map sizes as well you haven't changed anything if you double the ranges and leave the map as is this -effectively- makes the map hexes half size, 25m. Map hexes actually don't have a size, there size is derived from weapon range, and turn length is derived from how many hexes a unit can travel in a turn.
Unfortuneately the two measures don't match. Doubling the range brings the two measures into line. With many many added bonus's Ive listed already.

2. Doubling ranges -effectively- doubles the ROF because even though the units travel the same number of hexes per turn, and units fire the same amount of shots per turn, Th critical difference is that fired upon units are now in range for twice as many hexes.
The game "plays" exactly the same Felix. please try one of the scenarois, you wont be dissapointed.

3. Units move the same number of hexes per turn with ranges doubled.

I am not trying to change the game to suit myself. I am trying to help make the game more realistic, This change does that in spades. Because units currently attract only half the fire they should defence is severely underrated in the game.

before you decide who as you say "DO NOT" want these changes they should try the scenarios I supplied, ****the playing experience remains unchanged****.
Please try a scenario before you make such comments.

Yes the wilderness, There is no one else speaking up because of the intimidating tone set in this forum frightens people into silence. Have you noticed the kicking I get on a regular basis this is called setting an example to stop anyone else having any ideas. When they disresect me they are disrespecting every member of this forum. Thats you Felix.
Reply With Quote
  #2  
Old November 1st, 2020, 01:20 PM
Felix Nephthys's Avatar

Felix Nephthys Felix Nephthys is offline
Corporal
 
Join Date: May 2011
Location: CA, USA
Posts: 130
Thanks: 109
Thanked 68 Times in 40 Posts
Felix Nephthys is on a distinguished road
Default Re: Range doubling

Quote:
Originally Posted by Kiwikkiwik View Post
Hi Felix
The impot function is a very commonly used, straightforward, methods of importing large lumps of data into files in this case from a spreadsheet into the OOB files I'm surprised the Designers cant get it to work. Secretaries in Offices manage to do it.

1. Because if you doubled the map sizes as well you haven't changed anything if you double the ranges and leave the map as is this -effectively- makes the map hexes half size, 25m. Map hexes actually don't have a size, there size is derived from weapon range, and turn length is derived from how many hexes a unit can travel in a turn.
Unfortuneately the two measures don't match. Doubling the range brings the two measures into line. With many many added bonus's Ive listed already.

2. Doubling ranges -effectively- doubles the ROF because even though the units travel the same number of hexes per turn, and units fire the same amount of shots per turn, Th critical difference is that fired upon units are now in range for twice as many hexes.
The game "plays" exactly the same Felix. please try one of the scenarois, you wont be dissapointed.

3. Units move the same number of hexes per turn with ranges doubled.

I am not trying to change the game to suit myself. I am trying to help make the game more realistic, This change does that in spades. Because units currently attract only half the fire they should defence is severely underrated in the game.

before you decide who as you say "DO NOT" want these changes they should try the scenarios I supplied, ****the playing experience remains unchanged****.
Please try a scenario before you make such comments.

Yes the wilderness, There is no one else speaking up because of the intimidating tone set in this forum frightens people into silence. Have you noticed the kicking I get on a regular basis this is called setting an example to stop anyone else having any ideas. When they disresect me they are disrespecting every member of this forum. Thats you Felix.
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 chances to hit? You said yourself that defense is severely underrated in the game, to which I would say that you can adjust the values in the preferences to be able to play how you want.

3. So units now effectively would move at half the speed that they already do.

As for deciding who want these changes or not, I have never done that, it's you who wants to make that decision for all other players. Also, if disrespect towards you and everyone else on this forum is defined as not bowing to your way of thinking then I am guilty as charged. That being said, this is all a moot point anyways for the exact reasons given by DRG and Mobhack and since you've already "declared victory",
Quote:
I'm happy to have established that range doubling is indeed an excellent Idea but that the work load to implement it is too high thank you for your time. c'est la vie eh?
I'm just gonna pull a Pontius Pilate and wash my hands of this, you do whatever you want.
__________________
"Never get out of the boat" Apocalypse Now
Reply With Quote
The Following User Says Thank You to Felix Nephthys For This Useful Post:
  #3  
Old November 1st, 2020, 02:44 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 6,000
Thanks: 492
Thanked 1,934 Times in 1,259 Posts
Mobhack is on a distinguished road
Default Re: Range doubling

Quote:
Originally Posted by Felix Nephthys View Post
I'm just gonna pull a Pontius Pilate and wash my hands of this, you do whatever you want.
Basically, that sems to be the best policy for this particular poster since he does not seem to be interested in any other point of view other than his own.

As he has been told before, we are not going to implement his ideas in the game. Not interested in the slightest for reasons as stated before.

Now he is perfectly free to post his own modified OOBs in the mods forums, but all he has done is a couple of OOBs that work with 1 or 2 particular scenarios.

Those have been downloaded by about 9 people and with no feedback plus or minus. If these were seen by the downloaders as the "bestest thing since sliced bread" then someone would have piped up by now in support of Quicky - but none have, so you can draw your own conclusions.
Reply With Quote
The Following 2 Users Say Thank You to Mobhack For This Useful Post:
  #4  
Old November 2nd, 2020, 09:51 PM
FASTBOAT TOUGH's Avatar

FASTBOAT TOUGH FASTBOAT TOUGH is offline
Lieutenant General
 
Join Date: Oct 2008
Location: Kingsland, GA.
Posts: 2,873
Thanks: 814
Thanked 1,370 Times in 1,026 Posts
FASTBOAT TOUGH is on a distinguished road
Fallout Re: Range doubling

I was getting "flashbacks" from a "former" member of the SPMBT Forum. I try not to comment much in here, as I'm too busy in the other, however, since I paid for this game as well, I like to look in once in awhile.

This was insanity to me, I'm not a software/programmer kind've guy but, with that being said, I can certainly "read between the lines" and I saw an OOB Equipment "train wreck" on the horizon.

For one thing there is no time to be side tracked I what see as a misadventure.

We have 5 years to get both these games into the best possible shape we can.

I feel with the conversion to Win that Andy and Don might still be able to pull a "rabbit out of the hat" and "tweak" the code a little more out of the engine.

And with the OOB's we have more work then we know, as I've been finding out these last few years just in fixing "legacy" issues, let alone keeping up on current and future "current" equipment that might "see the light of day".

I respect the "passion" I've driven Don "mad" enough with both meanings of that word with mine. But I feel I've always been able to see the "bigger picture" in the end. In my small part out here is to provide the most accurate details I can to get any said equipment entered, modified or deleted to benefit the player.

I hope you noticed my choice for the "last word" in the last sentence.

As suggested modify it the way you want, offer it to the players and get the players feedback from it and be flexible enough to listen and adjust your mod as necessary.

But with respect, I submit in the "big picture" and the time constraints that we're under, I can't see it or support it, because for me I don't have the time for that kind've OOB work.

After all it's all about "OW/O/OOB" because the world's a big place!

I'll be going back across the street now!

We need more ME-G-MOES how about a Submarine one, can we at least do that around here!?!

Regards,
Pat
__________________
"Commanders should be counseled chiefly by persons of known talent, by those who have made the art of war their particular study, and by those who are present at the scene of the action, who see the enemy, who see the advantages that occasions offer, and who, like people embarked in the same ship, are sharers of the danger." - Roman General Lucius Paulus
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.