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September 29th, 2009, 01:59 PM
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Corporal
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Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
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Thanked 5 Times in 5 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Extended Map Editor.
It is now very convenient to make all over again roads, then to fill space with a wood.
Roads thus are not destroyed.
Would be conveniently same to make for another terrain.
Necessarily for Grass, Wheat, Field.
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September 29th, 2009, 02:48 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Ideas how to improve WinSP MBT/WW2 !
That's becasue trees are handled somewhat differently in the code than fields are .
Don
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December 27th, 2009, 10:39 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Ideas how to improve WinSP MBT/WW2 !
So why not add a one hex section of trench ????
Don
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December 27th, 2009, 11:11 AM
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Corporal
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Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
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Re: Ideas how to improve WinSP MBT/WW2 !
It is visible to a trench from the beginning of battle.
It target â„–1 for artillery of the opponent.
Are necessary " fox hole " for infantry and analogue for vechicle.
These positions are camouflaged before contact to the enemy. 
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December 27th, 2009, 03:40 PM
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Major
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Join Date: Jun 2005
Posts: 1,015
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Epoletov___SPR
It is visible to a trench from the beginning of battle.
It target â„–1 for artillery of the opponent.
Are necessary " fox hole " for infantry and analogue for vechicle.
These positions are camouflaged before contact to the enemy. 
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Buy units to entrench. Place them on map. Entrench all.
Buy units not to entrench. Place them on map. Save.
And there you go. 
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The Following User Says Thank You to wulfir For This Useful Post:
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December 28th, 2009, 12:51 AM
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Corporal
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Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
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Re: Ideas how to improve WinSP MBT/WW2 !
It is very grateful, Wulfir, for your advice! 
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December 27th, 2009, 12:05 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
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Re: Ideas how to improve WinSP MBT/WW2 !
IIRC, there was some way to place "invisible" trenches in the old versions, doesn't seems possible anymore
__________________
I am not responsible for any damage your brains may suffer by reading the text above
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February 27th, 2010, 04:50 PM
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Corporal
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Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
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Re: Ideas how to improve WinSP MBT/WW2 !
Probably this problem has been told by other comrades.
It is not visible where fall bomblets round at viewing turn the opponent.
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February 28th, 2010, 02:11 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by EpoletovSPR
Probably this problem has been told by other comrades.
It is not visible where fall bomblets round at viewing turn the opponent.
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Yes, this has been reported before and the answer is the entire cluster munitions routine is a variation of the fast arty code and you don't see cluster replays for the same reason you don't see fast arty replays in PBEM
It *may* be something that can be adjusted becasue the graphics routine is the same as regular arty just with different SHP files but it's the code that records and decides if hits are made that is the problem for the reasons cited above .
It is for certain any investigation of this won't be until later in the year, not this next release.
Don
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March 8th, 2010, 03:20 AM
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Corporal
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Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
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Re: Ideas how to improve WinSP MBT/WW2 !
Now tank riders are not visible for observers.
Not clearly there is someone on vechicle or not.
Well that as earlier this information was accessible in " inform window ", press button "I".
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