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- Glitch carried over from original CC4-CC5 and CCWAR: Grenades should have "throwing" or "pulling pin" sound...not "grenade explosion". |
pibzedog wrote: |
salut
je ne parviens pas à le dézipper (avec et sans winrar), alors que Wacht Am Rhein s'intalle très bien et marche très bien. j'ai un message d'erreur qui me dit "windows ne peut effectuer l'opération. impossible de créer le fichier de destination" merci[/img] |
pibzedog wrote: |
salut
je ne parviens pas à le dézipper (avec et sans winrar), alors que Wacht Am Rhein s'intalle très bien et marche très bien. j'ai un message d'erreur qui me dit "windows ne peut effectuer l'opération. impossible de créer le fichier de destination" merci[/img] |
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mooxe wrote: |
What exactly does resting a battlegroup do? After leaving units in battles time after time thier morale drops, but experience rises to the max, will resting a BG get thier morale back up?
What does cohesion do? I would think it enable units that have been fighting together over multiple battles to work together more efficently, the more replacements they recieve the less effecicient they are. Is that how it works? |
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Here is what I saw;
- At first LOS is blocked no matter where it goes through the smoke. - Then slowly LOS is not blocked by the the edges of smoke. - Finally LOS is not blocked even when going through the center of the smoke for a bit before it disappears. |
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Maybe what you thought was a smoke issue, was a lower/higher terrain that made you LOS dark green? |
golani_2 wrote (View Post): |
Took me a while to figure it out, but I did it.
I had a couple of chances but AI battlegroups don't retreat, only disabend or stay. |
mooxe wrote (View Post): |
Theres lots of this. From my few games... Tanks partially on roofs of four story buildings, soldiers walking on roofs, maps showing minefields (Sword by the beach ramp) but theres no mines...
The Isigny map your showing looks a bit like St Mere Eglise turned 90degrees counter clockwise... |
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But those are issues with individual maps' coding and not the engine itself, right? |
mooxe wrote (View Post): |
Suggestion or bug I am not sure.
Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though. |
mooxe wrote (View Post): |
Suggestion or bug I am not sure.
Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though. |
Tejszd wrote (View Post): | ||
I believe you are seeing is fix for a CC5 bug/feature/problem where you could assign support to unit on a map that allowed support but then you ordered that BG to move inland and got support on a map that wasn't supposed to get support. Now when you direct a BG to move inland to map where support is not allowed support is removed.... Sounds to me like your asking for an enhancement which allows defensive fire support in case a BG can not advance inland as ordered.... Though if they were ordered inland the assigned support most likely would be for the area they planned to advance into not for where they are.... |
schrecken wrote (View Post): |
Amfreville is the second smallest map.
Try Point du Hoc battle , the smalleest map.. see if that behaves the same. And Bayeaux the next one up... All the maps play on higher resolutions so I wonder what's up with your system... |
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schrecken wrote (View Post): |
It is included when you DL the latest version of 5CC... I believe. |
schrecken wrote (View Post): |
But that map is a CC5 map and there are reports of LOS through that diagonal hedgerow?????? |
Tejszd wrote (View Post): |
Way to go squadleader_id they look good!!! |
Tejszd wrote (View Post): |
Way to go squadleader_id they look good!!! |
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schrecken wrote (View Post): |
For maps like Dog Green the LOS from the bunkers is along the beach not directly out to sea.
This was to protect the emplacements from naval gunfire and to give the emplaced troops a devastating Line of Fire all the way down the beach. |
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0202243 wrote (View Post): |
What is wrong with the grenade sound? |
squadleader_id wrote (View Post): | ||
I thought grenade sound was fixed in the beta patch. Grenade sound should be "sound of pulling pin" or "sound of throwing"...not "grenade explosion sound" resulting in double explosion sound in the game. |
Kojusoki wrote (View Post): |
Guys take a look at ST. Pierre du Mout - you will laugh. I promise. I founded the hiddis sea, beaches and rivers;)
Open scenario and right click on terrain;) |
squadleader_id wrote (View Post): |
A mistake introduced in the beta patches. Somebody discovered this one over at the Matrix forum months ago IIRC. |
schrecken wrote (View Post): |
Must be a bloody echo around here and at matrixgames forums. |
schrecken wrote (View Post): |
I know
Just repeat this line from above in an Indonesian accent. "the interim fix was import the txt file from the original release tLD " |
Digs wrote (View Post): |
What kind of protection does having a stone floor provide anyway?. Does it mean it will protect you better from mortar and artillery fire, by hiding in the basement?. |
Digs wrote (View Post): |
...... On the other hand "explode effects" and "rubble to" is more visible in the game...those wood floors on the Isigny maps will turn into stone rubble when crushed/shelled |
Kojusoki wrote (View Post): |
Answer for Shrecken, regarding my blidness and flashes from muzzles when a player is a guest at H2H:
I am saying about situation when you are under fire, you can see "green or red lines" flying towards you, but no flashes where exacly are those "lines" from. Pretty important when attacking... My question was regarding this issue. And I do confirm there are no flashes (but it would be right if BOTH sides CANNOT see them while not seeing a unit). I have already doublechecked it in single palyer. When I DO NOT see an enemy unit, which is shooting at me: 1). when I play vs AI I can see flashes 2). when I am guest I cant There is an attachment "flash.jpg" showing situation when flasz is visible when playing vs AI So I am not blind... Now what? Any other playing H2H as a guest - can you see the flashes? |
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Are these 2 bugs fixed in that version of the original |
__Creeper__ wrote (View Post): |
Great Im sold. Definitely worth the Buy.
What other differences can I expect to see in the "Classic CC5" That comes with TLD ? |
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I am not sure if it is something wrong here, but once GERMAN BGs got disbanded at the first turn, they... appear AT THE SAME map next turn. I tryed both settings at campaign.txt. Not at supply depots or rear - just same maps. Kill the Ost BG and you will find it at the same map in the morning |
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I know what it is... Somebody "forgot" to change the engine while making the rerelease... I mean night turns. The idea itself - cool. But night turn is not day 1 but day 0. Scenario says that those BGs must appear on the specific map day 1.
So, when a BG is disbanded during night, it will appear next turn, as it is day 1 - simple? Yes, but annoying, Of course you can manually disband it, but first it is not what I expect, second it will appear at the rear even when we have Routed Bgs do not come back. And this BG was not routed - it was manually disbanded... Put it on the bugs list i think |
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mooxe wrote (View Post): |
Weather shows clouds with sunlight, turn shows night. |
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schrecken wrote (View Post): |
Did the rested BG see any action during that period? |
schrecken wrote (View Post): |
The save you posted is the Allied side.
It should be the Axis side for testing... how come? |