|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
March 29th, 2017, 09:48 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
Quote:
Originally Posted by RightDeve
OK I've just installed the latest patch for both games:
1). The new "clear" terrain look (for summer) is beautiful, alas it only applies to elevation zero. Anything above and the clear terrain is the old sleek one.
2). It surprises me no one has actually commented on the new OpFire on Turn feature. From what I tried thus far (just a few minutes of playing), the randomness thrown in including suppression level, experience, etc etc makes this feature playable well. In fact it's quite on the "rare" side that units get fired upon when turning around (unless you're somehow close to the enemy). Kudos!
3). Summer trees are more beautiful & realistic looking now.
4). Tiger tanks & panthers etc, it was said they have realistic recording for their sound. But I don't find this to be true. Probably because I have installed CROSS's sound mod (even though it's prior to the patch installation).
5). Haven't played that long so I can't say anymore about possible quirks in the game mechanics.
Cheers!
|
1/ I think you are referring to basic green grass here. Yes the changes were only made to ground level and anything on hills was left as it was. When I first tested it with Andy he said he liked the effect of one type on ground level and another on hills so I didn't proceed with the hill set. I COULD do so but after awhile I found I liked the effect as well but if enough people don't like it I could set up the hills the same way
2/ it's working how we wanted it to work, early testing generated opfire with every tiny twitch from a half km away and it was toned down a bit to what it is now and I think it works well but we await more feedback
3/ Thank you. I am pleased with how they turned out..
4/ Tigers ( both types, Panthers, T-34, IS-2 and M3's have sounds recorded from video of those tanks moving . If you installed the patch over the mod sound pack it would not have overwrite any of the mods as those are NEW sounds that were added and no other unit uses them.
5/ If you find something report it and if need be use a save game of screen shot to illustrate. We know there is a new bug in the campaign unit review screen that produces a blank screen in some cases but it clears itself with a reload of the campaign save but it's a bit baffling as to what might have been done to cause that to happen but it is on our list to look into as I have seen it firsthand a couple of times now in my test campaign
Don
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
March 30th, 2017, 06:38 AM
|
Second Lieutenant
|
|
Join Date: May 2012
Location: Philippines
Posts: 505
Thanks: 428
Thanked 148 Times in 104 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
As per opfire on turn with an '87-88 Sovs vs Nato campaign after three meeting engagements it's hardly noticeable. Can't remember if it was triggered at all, except maybe when the AI turned. Suppose an assault is the true test, since you're bound to be looking in all directions to make sure you haven't bypassed enemy looking for a flank shot on one of your tanks, especially one of them super-duper mine-clearing behemoths!
|
March 30th, 2017, 08:48 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
Initially, it was too sensitive and we dialed it back.... I didn't see how anyone would think a very slight change in infantry facing would trigger opfire reaction from units 500m away which is what was happening at first....you couldn't do anything without getting a reaction so it was subdued a bit....add in smoke etc and now you have to be close to trigger reaction for movement.
It wasn't intended to be a game changer mainly to trigger opfire on tanks turning hull or turret..infantry changing facing was a byproduct and the visibility setting for the battle has an effect on it as well
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
March 30th, 2017, 09:54 AM
|
|
Second Lieutenant
|
|
Join Date: Dec 2011
Posts: 594
Thanks: 162
Thanked 346 Times in 209 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
Quote:
Originally Posted by DRG
Initially, it was too sensitive and we dialed it back.... I didn't see how anyone would think a very slight change in infantry facing would trigger opfire reaction from units 500m away which is what was happening at first....you couldn't do anything without getting a reaction so it was subdued a bit....add in smoke etc and now you have to be close to trigger reaction for movement.
It wasn't intended to be a game changer mainly to trigger opfire on tanks turning hull or turret..infantry changing facing was a byproduct and the visibility setting for the battle has an effect on it as well
|
Is there any chance to have different reactions if the type of the unit turning is different (eg. infantry being much harder to trigger OF than tanks)? Or the code of the game does not allow such differentiations?
|
March 30th, 2017, 09:58 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
Well, that's the way it should be working....tanks turning hull and turret should be generating a more active reaction based on unit size but remember that battle conditions, like smoke and enemy experience, morale and suppression all factor in
EDIT
I just double checked with a campaign I'm running/testing in winSPWW2. changing hull position for a HT generated an OPfire response from a tank 3 hexes away ( through trees...... ) but a change in facing for the infantry in the same hex did not so it's working the way we expected it to from my POV
Last edited by DRG; March 30th, 2017 at 10:22 AM..
|
The Following 3 Users Say Thank You to DRG For This Useful Post:
|
|
March 30th, 2017, 09:50 PM
|
Second Lieutenant
|
|
Join Date: May 2012
Location: Philippines
Posts: 505
Thanks: 428
Thanked 148 Times in 104 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
Very good; infantry is harder to spot after all. The present configuration seems A-OK. Initial apprehensions concerning unintended consequences have since evaporated. Great work guys!
Last edited by jivemi; March 30th, 2017 at 09:59 PM..
|
The Following User Says Thank You to jivemi For This Useful Post:
|
|
March 31st, 2017, 08:07 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: winSPMBT V11 upgrade for 2017
There is now a revised ver 11.01 of the patch posted to DL. The explanation is in the first post of this thread.
Don
|
The Following 4 Users Say Thank You to DRG For This Useful Post:
|
|
August 20th, 2017, 02:47 PM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: winSPMBT V11.01 upgrade for 2017
Quote:
Originally Posted by DRG
* CD / extended version holders will now get a warning message if they try to enter a building hex with a vehicle. You are now asked to confirm that you really want to do that. This is to stop you from inadvertently immobilising yourself as most cases involving building entry with vehicles is the result of a too long movement call through an urban built up area. The feature will also display on rough+slope combinations if you have travelled 3 or more hexes and thus are in danger of sticking. It's just a "friendly reminder."
|
I found a small bug (well, unwanted feature perhaps) with the rough+slope code: if there is a road that goes thru that hex then the warning should not appear.
How to reproduce: create a map with a rough slope hex and add a secondary road thru that hex. The game will then ask for confirmation even though the road prevents the vehicle from losing mobility.
|
August 20th, 2017, 03:02 PM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: winSPMBT V11.01 upgrade for 2017
[quote=dmnt;839440]
Quote:
Originally Posted by DRG
I found a small bug (well, unwanted feature perhaps) with the rough+slope code: if there is a road that goes thru that hex then the warning should not appear.
How to reproduce: create a map with a rough slope hex and add a secondary road thru that hex. The game will then ask for confirmation even though the road prevents the vehicle from losing mobility.
|
Run into this one myself.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
August 20th, 2017, 04:48 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
|
|
Re: winSPMBT V11.01 upgrade for 2017
[quote=Suhiir;839441]
Quote:
Originally Posted by dmnt
Quote:
Originally Posted by DRG
I found a small bug (well, unwanted feature perhaps) with the rough+slope code: if there is a road that goes thru that hex then the warning should not appear.
How to reproduce: create a map with a rough slope hex and add a secondary road thru that hex. The game will then ask for confirmation even though the road prevents the vehicle from losing mobility.
|
Run into this one myself.
|
And I've fixed it already a couple of weeks ago. Will be in for the next release.
|
The Following 3 Users Say Thank You to Mobhack For This Useful Post:
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|