TDeacon -> RE: Armor / Next Patch ?? (3/1/2009 7:54:13 PM)
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It was tested in the "Northern Front" mini-campaign. I wonder if that is treated as if it is an "operation"? Anyway, obviously I don't have the big patch yet. <edited: looks like this was a know bug, and they say they're fixing it>. BTW, the game currently seems to "hard-code" the available BG elements each turn to match the force pool, such that if I have 2 Tiger IIs surviving a winning battle, and if "fpools.txt" only specifies 1 Tiger II for the next turn, then I lose one of my existing Tiger IIs. This really breaks the concept of managing force resources in a campaign. However, Matrix seems to be saying that have fixed this in the upcoming patch, per Andrew: <quote> Changed the way BG reinforcements work - Original code = Existing FP was reset to whatever the base FP was for that date in the Fpools file. New method = Team quantity is set to the higher of the base FP or the existing FP. Team types in the base FP but not in the existing FP are also added to the existing FP <unquote> Assuming the above fix works the way it sounds, adjustments will probably still need to be made to "fpools.txt" by players, if I understand this correctly. That's because the current turn-by-turn force pool element quanties only slowly decrease over the course of the campaign. Thus it appears that one could loose 90% of a BG's force pool on turn "n", and yet most of that would be restored by "fpools.txt" on turn "n+1". To avoid this, I am guessing that one would have to edit "fpools.txt" to set all element quantities to "0" for all turns after the one in which the BG first appears.
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