Jason Petho
Posts: 15009
Joined: 6/22/2004 From: Terrace, BC, Canada Status: offline
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ORIGINAL: Gunner98 Haven't played EF/WF in many years and its great to get back to such a great game! Thanks for the update, Matrix has done it again by resurrecting a classic and making it better than it ever was. I was just playing around with the new bits and pieces with the game, some really great ideas and attempts to slay some old problems as well. Are there any scenarios which showcase these features? Anyway I have come up with a few hitches, questions which you may be able to answer: Glad you are enjoying them! No scenarios yet, but we are working on them for the next coming patches! quote:
ORIGINAL: Gunner98 Was looking forward to the engineer stuff as river crossing used to be a big issue, and it looks like it still might be. Some observations: 'Engineer Trucks that transport the ferries and boats!' - I tried but don't think this is working yet. TS claimed that there was a problem carrying a carrier unit - I think its still the case. -A secondary problem - the crewed boats and pontoon ferries only operate on water so you cannot load anyone onto them -Question- do the bridging engineer units need to be used to make these units work? Some thing to note about pontoon ferries and selfpropelled boats. 1. To load them - assuming they aren't loaded at the start of a scenario - load an infantry unit or something (the associated engineers would be a good use for this) onto the pontoon ferries, then load the loaded ferry on the engineer trucks. The ferries will remain loaded on the trucks, but the infantry will unload. 2. They need to be loaded into a marsh or shallow water. (Ensure you have a road or path into the marsh in order for the engineer trucks to enter a marsh.) 3. You can only load them in a marsh or shallow water. 4. They can only unload them in a marsh or shallow water. quote:
ORIGINAL: Gunner98 The moving aircraft units are great, the observation ones seem to work but the bombers don't. Also the description of the 'Storch' needs some editing - it first says that the unit does not move on the map (it does) and then goes on to describe a battleship. The 'Airfield Ju-86' does not move and has no description, I suspect that it is simply supposed to be a target on an airfield and this could be explained in the description. Duly noted about the editing of the Storch. The Airfield aircraft do NOT move. They are only there to represent aircraft that is operating on an airfield. I am in the middle of designing a scenario where GD is tasked of preventing the Soviets from bombarding an airfield in the area south of Smolensk. These aircraft are ideal for that. Only the Storch shall move as a recce unit. The numbers for this unit will be changing in 1.03. quote:
ORIGINAL: Gunner98 The idea of on map supply units and depots is great and the descriptions are self explanatory, a very slick way of handling this one I think. Do the maintenance units have any on map function or are they simply targets? Simply targets at the moment, but I am hoping for a future use. quote:
ORIGINAL: Gunner98 There are several new 'carrier' units in the German (EF Jun 41 and I suspect others) OOB. The 'Eastern' horses and wagons are a good idea but the description claims that the eastern variety are more suited to the rugged terrain. I looked but was unable to tell the difference between the two. The Unit data is not updated yet but I did a comparison of the unit data and all of the movement costs are the same - I think. It would be useful to have a list of what a pack horse can carry, tried to load MGs but no go. A similar list for Horses MCs and bicycles would be nice. Hmm, they should be a little different. I will double check and adjust accordingly. quote:
ORIGINAL: Gunner98 The scout and sniper units are a great idea, need to play around with them a bit but I think everything is working well with them. Very good, very good. quote:
ORIGINAL: Gunner98 The Navy stuff is interesting, limited scope in EF but will be good for RS (could have used it in an old Leningrad scenario I built). The barges suffer from the same problem as the crewed boats, i.e. the land units cannot go to them and they cannot go to the land unit. Although in this case, having a bridge in the water to represent a peer is more workable and understandable. Not sure what the submarine is for - if it could carry a raft and a scout at the same time maybe? Do the ships have the same carrying capacity as other carrier units (i.e. limited to the strength value) - not the best since even with a strength of 9 (CA) or 12 (BB) it is limited to one unit. How about the transport ship? As above, barges need shallow water to load and unload units. Unfortunately, yes.. the naval units are limited to one unit for now. Hopefully this can be remedied in the future. quote:
ORIGINAL: Gunner98 The rail units are great, only problem that I found was that the supply rail cars have a strength value of 12 so they effectively block the track, would be good if you cold have smaller elements and a way of 'hooking' them to one of the other trains or have an separate rail engine unit to move them - say to an exit hex. For some reason I couldn't get the trains to cross certain hex sides and for the life of me I cannot remember how to show the terrain info (I think there is a way of showing it on the 'u' display but cannot recall). They block the track for they would be generally larger trains. Adding sidings to the map would provide places to manuever around larger trains. Means you have to plan ahead with your train movements! The only way I am aware of to see the hex side information is to look in view number 4 or 5. quote:
ORIGINAL: Gunner98 The organizations in the OOB editor are fantastic, whoever did the research for that has got to take some kudos. And there is more to come! Jason Petho
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