jungelsj_slith -> RE: 1942 test! (6/17/2016 7:04:32 PM)
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ORIGINAL: governato quote:
ORIGINAL: molotov_billy quote:
ORIGINAL: Capn Darwin No, that fix reset the date control. 11.5 will have the fix. Danke! Any news on this project? has the bug been fixed? Tx! Hi governato. Yes, bug is fixed and I've been doing some work, mostly testing various things. Mostly database tweaking of units and weapons to make lethality appropriate for the time period. Built a rough day 1 Kursk map (LSSAH.) The big hiccup with Kursk unfortunately is with how the AI is dealing with defense. The AI is very appropriate for the original concept of the game, but I think for a ww2 mod (specifically kursk,) it is far too aggressive and I haven't found a way to get units to stay in their prepared positions. Better explained at the end of this thread - http://www.matrixgames.com/forums/tm.asp?m=3427305&mpage=3 There's an attachment in there with a small test scenario if you want to look. The only solution I can think of is to make copies of units in the database which all have a movement speed of zero - not exactly an ideal solution to the problem. So I'm on the fence in terms of scenarios - I'm leaning now more towards a market garden scenario, where the battle was pretty fluid and both sides attacked and shifted around. With objectives on or near various bridges, the AI should behave appropriately. I'll do a test for that next. Also doing some sound editing, which is fun.
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