platoon_michael wrote: |
Can we see a pic of the strat map?
Or is already in the CC Camera? Sounds like a killer mod. |
Searry wrote: |
It seems you haven't beta tested the maps. There are hundreds of los bugs in houses and bunkers. It's unplayable. I'll wait for a fixed map pack. |
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So we just gotta guess. I'd rather use my eyes to see where i can shoot. |
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THE BATTLEFIELD
In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands. Right-click and hold the button down with the cursor over a terrain feature to get information about it. Details are displayed in the lower-left corner of the screen. Buildings The key to understanding how to use and deal with buildings is that buildings are incredibly useful to units inside them, particularly infantry. Building roofs provide cover from mortar fire, building walls provide good concealment and hard cover from enemy fire, and tall buildings allow clear fields of fire over low level obstructions. This makes them extremely valuable for infantry and AT gun units, and a menace to tanks. A tank on its own generally cannot detect infantry in a building until it is within Ambush range. A wise commander will go to great lengths to avoid putting a tank anywhere near a building that has not been checked out by friendly infantry first. When approaching a building, it is often useful to deploy Smoke to allow units to advance without fear of detection. It is also good practice to Fire machine guns at buildings as your infantry units approach to suppress any enemy units that might be in the building. Because AT guns have only limited mobility and are vulnerable to mortar fire, buildings are generally a good choice for placement. Unfortunately, placing an AT gun in a building also tends to limit its field of fire. Only light AT guns may be placed in buildings. Forests Forests provide something of a mixed blessing. Troops moving through forests have a great deal of cover. Tree trunks block fire, and the foliage of the trees prevents units from being specifically targeted. This cover works both ways, so units have a hard time firing out of forests. This unusual feature makes forests a natural place for flamethrowers, which can use the cover to approach the enemy. The ability of infantry to hide in forests makes them a dangerous place for tanks, and tanks should avoid forests unless absolutely necessary. Mortar fire into forests creates airbursts. This enhances the effect of these weapons on infantry. Remember that the Ctrl+T command can be used to hide the foliage of forests. The foliage is still there and affects the game,but you can see the units much more easily. |
Troger wrote: |
I have a few questions. First let me say you have a nice summary of the mod info and credits but where is the past history of changes throughout the versions?
Example: Test version .997 fixed the following; 1. Changed smoke round number on DD M4A1 Sherman from 4 to 8 (weapons.adb) 2. Changed Pont Aubault map VL's; 'none' to 'FPD' (PontAubault.btd) 3. Changed DD M4A1 Sherman graphic to a more 'historically accurate' and kewler one. (vehicles.adb) 4. Changed armour penetration ratings of 7.5cm Kw.K.40 L/48 (not to be confused with 7.5cm Kw.K.40 L/43). Preliminary tests showed this gun was overpowered so I went out and bought a Panzerkampfwagen IV Ausf. H and set up armour plates at approximately 100m. Tests showed a consistent 99mm penetration rating using (PzGr.39) (Not PzGr.40 as Sweden was not providing enough Tungsten to Germans at the time). Don't you find these things to be utterly crucial in terms of documenting? I'm just not sure I can play your mod without you first providing proper documentation to us unsuspecting and helpless players. Sincerely, |
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