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Post by Tigra on Jun 1, 2005 9:19:57 GMT
hi frends! you`re doing wery well. and first i wish you good luck.
ok, ideas... //i think that in Blitzkrieg was to many Blitzkraft). so those ideas can improve some things in game.
if it possible add 3 virtual guns to units. one with garanted heat up to 400m, second 50% from 400 to 1500m and last from 1500m. it gives you apportunity to varry the armor persing and damage depending from range. do you remember F-22(r) destroing your tanks from far-far galaxy?
if you improve the viewing distance of commander`s tank x1.5 or more... this`ll give you illusion that over units obeing to his commands.
formations... wing(for small companies) and lines for tanks. firs line for heavy venchles, second med tanks and Stug-like units, third for infantry, reserve, mobile aa etc. "follow" command and "following" don`t allow you to use the whole forse of tanks and interact with second line. AI is realy stupid...
in most missions wasn`t enought time to build defence and lay/remove mines. this action was useless.
acoustic intelligence in Ostfront... don`t know why, but enemy allways see my artillery and i don`t. end of part one)
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Post by Adrian Taylor on Jun 1, 2005 10:16:10 GMT
Thanks for the suggestions We have experimented with several virtual guns with differing ranges. And it fact do use them for artillery pieces for direct and in-direct fire. However, you also need to consider the "Ammo Priority" parameters and if you have several weapons all using the same priority one weapon will always take that priority. This means the unit will only engage at one particular range. It also means that you need to assign ammo to each gun. So when the unit has used all its ammo for one range it will read out of ammo when it still has shells left for the other ranges. Very confusing The follow commands in the original Blitzkrieg game are very limited, so no ability to use particular formations. As we have no access to the coding it was not possible to change, if this is in-fact possible. We will see what BK 2 brings ;D Detection of artillery is based on size of gun, rather than range as in the original game. So, mortars you need to be really close to detect, while Rocket launchers can be generally located right across the mission map. General rule is clear all enemy from a wide radius around your big guns before using them. Or move them regularly. Adrian
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Post by sunray on Jun 14, 2005 23:21:52 GMT
Hi All, I have just posted this comment on the BK Portal 'modding and mapping' forum. I thought it was an idea to discuss it here, as well. I have been doing some quiet reflecting on Blitzkrieg of late, and thinking about what could be added to tweak the gameplay a little more towards realism. I still don’t believe that enough has been done in the area of infantry. It really annoys me when I see one of my infantry squads blindly expend itself on an enemy strongpoint/unit until it is completely anniahillated. In most real life instances this did not happen, and it would be good if this could be reflected in the game. Is there some way that infantry squads could be programmed to retreat out of range once they have suffered say 50% - 60% casualties? And even better still, once 80% casualties have been inflicted, they automatically surrender. Also, as I suggested once before (for the sake of extra realism), how about increasing the reloaders/repairers to 4 on standard trucks/halftracks and engineer trucks, instead of 2? If I remember correctly Adrian, you said that this could be achieved, and it would only be a matter of halving the repair/reload time by half for them. Changing the numbers of reloaders/repairers should not affect anything else in the game, at this late stage of development, but will add to the realism. regards sunray
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Post by Adrian Taylor on Jun 15, 2005 12:13:30 GMT
Thanks for that Sunray. We have been looking at the morale of troops for long time and discussed it amongst ourselves many times. As you are aware Nival did not program in "Morale" for infantry etc and thus any representation of morale has to be scripted. Scripting is all okay for the AI troops and we have got this down to a fine art now ;D. However, scripting for player units is totally different. Because of the limitations of the script commands available to get anywhere near an adequate representation would require pages and pages of scripting, which is just not feasible. We will see what BK 2 brings us As regards additional supply troops, yep we will look into it. Adrian
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yurek
New Member
Posts: 0
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Post by yurek on Jun 23, 2005 11:05:46 GMT
hi, guys. just a little thing i noticed in barbarossa and that's a bit annoying. Maybe that's just me, but there doesn't seem to be any graphic difference between a tank being blown up by an hidden AT gun and a tank exploding on a mine. this sometimes leads to a little confusion about what happened! shouldn't there be some dust being blown up as the mine explodes or somthg? thanx so much for your hard work. i can't wait to play Kursk!
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Post by Adrian Taylor on Jun 23, 2005 15:21:29 GMT
Yes there is, but sometimes a tank will suffer explode straight away and that will obscure the mine going off. For the mine there is a low crump and a cloud of dust/smoke will then appear from under the vehicle.
It will be more noticeable in Kursk as generally tanks had thicker bottom armour for protection against mines.
Adrian
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Post by eric on Jul 15, 2005 20:51:39 GMT
any idea when the blitz. II game is coming with a demo i heard game got pushed back to oct. that sucks
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