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RE: Buildings in 8.2

 
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RE: Buildings in 8.2 - 9/14/2004 5:44:41 PM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
quote:

ORIGINAL: Major_Johnson

quote:

ORIGINAL: RockinHarry

here´s some excerpt from the update.pdf file included with SPWAW versions up to V7.1:

Americans have the most reliable vehicles,
followed by countries of the British Commonwealth, the Germans, the Finns, the Soviets, the
Italians, the Japanese, the 1940 French army and other minor powers. Starting in January of
1942, the French using American vehicles use the American reliability charts. The Germans
suffer a sharp decline in reliability after 1943. Soviets reliability improves steadily after 1942.
Immobilized vehicles will now attempt to repair the damage each turn. In order to make the
attempt, the crew must be in the vehicle and not buttoned up or have any suppression. Since
immobilization damage can be as simple as a loose spark plug wire or as complex and time
consuming as replacing tracks, which can take hours, repair times will vary. Usually, however, it
will take an average of 20 turns for an experienced crew to affect repairs.

Reduced vehicle breakdown chances by one-third and weapon breakdown by half. Also
increased chance of repair for both (weapon more so than vehicle).




I have yet to see a gun get repaired in any version of the game. Kind of sux when your heavy tank is nothing but an expensive infantry transport since first or second turn of a 25 turn scenario. And in my opinion the repair time is way too long. And the Soviets got better reliability after 1942?? What version is that?? None that I've ever played.


Major_Johnson, we´re speaking of "Vehicle Breakdown", not "Weapon Breakdown" which are two different things!

here´s what I digged up from the manual:


• Weapon Reliability – Unit weapons may breakdown when being used. If a player uses a
lot of Op Fire this can increase the chance of their weapons breaking down. Some
weapons can be repaired during the game. All breakdowns are also affected by a country
equipment modifier that can increase or decrease the chance of breakdown. A Unit's
experience can also improve repair time of a damaged weapon.

Would like to know what the "country equipment modifier" looks like, but I suspect it´s similar to the one used for "vehicle breakdown" used maybe?

If "weapon breakdown" appears too high, just switch it off in preferences. A chance slider would have come handy though.

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https://www.facebook.com/harry.zann

(in reply to Major_Johnson)
Post #: 31
RE: Buildings in 8.2 - 9/27/2004 6:20:40 PM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
Having worked on SPWAW since before it even existed, I've been down a long road. For those who have been around since that time (not many left now), you might remember that early on we had a real problem with vehicles just running into buildings and never dodging them.

At that time the breakdown possibility was right at 100%. Michael Wood and I discussed this for hours, by e-mail and by phone. We finally worked out some compromise. With a lot of work, Michael was able to program into the AI the route chossing that would usually take tanks and other vehicles around buildings.

But in case it did happen (Stupid blind driver!) or if you chose to do so, the breakdown possibilities were reduced to 50% or less. At that time, soft-skinned vehicles had a much higher breakdown value. I don't drive vehicles into buildings. It is just not realistic. And I've noticed that the AI rarely does so, UNLESS a scenario designer erroneously puts objective hexes inside a building hex.

Scenario designers. Don't do that! Put the objective hex next to the buildings, not in them, please!

One last point. True, the graphic of the building takes up the entire hex or nearly all of it, except in the case of mult-hexed buildings. Here again the scenario designer must use care and make sure that a building hex that contains part of a multi-hexed building but only occupies less than 50% of that hex should clear that hex of the building attributes.

So remember, a hex represents about 50 yards or meters. That is a big space. So in reality the building does not cover the entire hex, nor does the tank, even though graphically they do so.

You might consider the tank driving through the hex as going around that building, unless he crushes it of course . You can't deny that one.

Limits in a game. They all have them.

Wild Bill

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to RockinHarry)
Post #: 32
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