jungelsj_slith
Posts: 244
Joined: 2/16/2004 Status: offline
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Tazak, governato, kip - thanks so much for the feedback! Glad someone is taking a look. I do agree in terms of early/late war - I tend to prefer early stuff when the outcome of the war was fairly undecided, and just went with eastern front for the maneuver possibilities (late war feels like more of a slugging match?) But yeah, I'll try some longer range/late war stuff as well - kursk, maybe some 44 western front? I'm almost finished with the larger scenario, which will give you guys a better feel for the grand tactical/operational side of this scale. I'm enjoying it a bit more than the purely tactical weapons tests. quote:
National tab - you'll need to change a lot of stats here to bring them down to WW2 levels (3min to call in a mortar barrage is a bit optimistic for the Russians ) Thanks, will mess around with that. Hopefully the AI is able to deal with longer call times. quote:
Stacking limits/unit sizes - tough call here, most units look okay apart from the german armd inf (53 runners!!) which I suspect is forcing a stacking limit of 130 Haha, yes, that recon unit is a beast. They use the smaller 250's with half squads - so lots of subunits. I cranked the stacking limit fairly high in the national tabs, I don't remember the number. Is 130 a hard limit? quote:
armour cars - these can be flagged as recce - look at the BRDM2 for tags etc Will do. What exactly does this do? Change the movement behavior, spotting bonus? quote:
Infantry guns - maybe look at setting these to be arty (or have I been playing CM too long) Yeah, I've been on the fence about these types of guns - where very often they're used for direct fire and grouped with other direct fire weapons. I think once I change them to arty, they adopt the arty behavior of constantly moving away from enemy units. I think the hardcoded "screen" distances cause a few issues in this setting - they're more appropriate for modern, long range weapons. (81mm mortar's range is barely long enough to reach outside it's screening distance, for example.) Hopefully those numbers can be changed in the data sheet at some point in the future. quote:
The subunit inspector UI can display up to 5 weapon systems, you appear to have merged squad rifles and LMGs together - I'd be interested to see the user data sheet to peek at how you have handled effective ranges for a combined rifle/LMG So on my end, I have a bunch of sound work done for weapons. It's super useful/interesting to see when certain weapons are firing, but the big weapons lists make it impossible to hear them all unless you have a very long delay time. For the tanks, I've basically omitted the MG's as a separate weapon for now, since they fire every MG at every target, including tanks - so it's a bit spammy. So I'm occasionally combining weapons of the same caliber - K98 and MG42 LMG for example - which is basically the LMG values with a slight AP bonus for the rifles. The sound I've made combines the two together. With the number of subunits that are firing, I'm trying anything to reduce the number of "shots" that are going back and forth.
< Message edited by molotov_billy -- 6/25/2015 11:18:43 PM >
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