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Post by Boli on Apr 7, 2005 8:15:09 GMT
Hi!
On Blitzkrieg-maps.de I read something about a new patch which is shorting the range of fire a third part down. But hopefully to me in original even the new Ostfront part "Kursk" will stay in the old ranges or not? With the patch it`s a good thing for those players who are unable to play with the long ranges. Seeing ist personal my opinion is that I can`t understand the problems of so many players because the maps were mostly designed in a way which couldn`t take advantage of the long sights and with this of the long shooting ranges. But with this both sides is getting help. By the way. In a Blitzkrieg Mod called "Close Combat and even in a Custom Chapter called "Korsun 1944" the screaming sound of the german Stuka is now included and it sounds really good.
Bye
Boli
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Post by Adrian Taylor on Apr 7, 2005 8:42:30 GMT
Yes, there will be a range modification available soon for Osrfront:Barbarossa (It can also be used with Mission Barbarossa).
Project Kursk ranges have also been reduced, this is basically due to game play as alot of the German guns could fire over 1km. This means that map sizes would be quite large to represent the battles we wanted. As we found map sizes over 24 by 24 started putting strain on all but the more capable machines we decided to cut the ranges down.
In-direct artillery fire is still set at the original Ostfront ranges though.
All I can say about the Stuka Siren is we did it first ;D, But we have a few more tricks up our sleeves for Project Kursk.
Regards
Adrian
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Post by Boli on May 7, 2005 11:21:55 GMT
Cool thing with the siren. And also the 20mmFlak is now mobile by hand. But with the ranges. My opinion to that is just. Let the player make it like he wants it, because maybe you have right with the reasons you were explaining but wouldn`t it be better to give it to the player as a free patch that he wants to install or not. Even you could build it in inside the installation process, for example before the installation begins the assistant is asking the player: Do you want the original ranges or the new one? So it would be the best in my eyes. Because why should it not be functionable, because it was also good playable in Barbarossa. Are the Maps even smaller in Kursk? I hope it is still possible that defence lines can be still build up into deepness and not like in the original where the player must crowd his defense directly behind the trench and when the enemy is pushing trough here that every thing is lost at that place. Because when it is like in Barbarossa the player is in the force to change his tactics (higher involvement of the airforce and artillery). In the original you often can win much by rushing a line. I hope it is not changed into that way in Kursk. And I am really anxious to see the Tiger tanks and even the newer russian tanks. By the way. Tiger tank was able to shoot a T-34 from a distance of 1000 meters. A T-34 had to drive closer to 800 meters. So in that 200 meters this tank had a hard position against a Tiger. And once more I would like to make a suggestion to you. Would`nt it be possible to go earlier into contact to CDV respectively Nival Interactive regarding to Blitzkrieg II to do some work like you did from the beginning before the new game is coming out. Because I miss from the beginning of the RTS Games that there is a option like (arcade, balanced or real) and not only easy, normal and hard which reminds me that my understanding of easy, normal and hard would not be the higer weakness of my own units like it is often done in games like Sudden Strike etc. but the higher number of enemys in a mission. That would be a point to me that makes me understanding such difficulty grades. The more difficult the more enemys or also for example no own air support, or just a lower number of own units and reinforcements. Even to change something like this in the RTS Corner would be cool.
Greets
Boli ;D
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Post by BBFred on May 8, 2005 8:38:56 GMT
Hi Boli, Well that makes quite a few questions to answer to so I'll try to do so in order: - The coming Range pack should not be considered as a patch, but rather as an optional modification, as the Ostfront/Mission Barbarossa ranges work perfectly as they were intended to. Yet we're aware that many players don't have the hardware to play in high resolution (meaning 1280x1024 which is the best for OB/MB) or just can't find their marks compared to the original Blitzkrieg ranges. The coming modification is meant for those people and those only, as it brings nothing but new ranges (and unit speeds to stay consistent with the new scale new ranges introduce). So if you're comfortable with the ranges as they currently stand, you can disregard the coming Range pack altogether. If you're not, you can try it see if it makes things better for you. Still, even with the new ranges introduced, gameplay isn't drastically changed. 1/3rd reduction in direct fire range still leaves a lot of room for long distance engagements, should you choose to play that way. - Now on to Kursk, currently we're leaning towards ranges that are on par with the coming Range pack for OB/MB. That mostly because of Tiger & Panther, but also Pz IV H & J 88 & 75mm long guns, which could engage a target from much farther away than 50mm guns could in 1941. If we'd stayed at the same scale as the one we used in OB/MB, it would have meant even greater gun ranges for Kursk, and it doesn't really fit with the limited field of view of the Blizkrieg engine (targets would then be over 2 screens away from the firing unit). Still the size of maps will stay the same as in OB/MB, that is in general in 20x20 range, the bigger ones being in the 24x24 range. With noticeably reduced direct fire ranges, it only means it gives the player even more room to manoeuver & execute flanking moves. Also, in most missions the Russian defences are arranged in depth, as they were in reality, & you will often find in the same mission that a defensive line is actually composed of 2, sometimes 3, actual lines of defense you'll have to crack open one after the other! - Lastly, for BK2, well it's Nival who's developping it and it's not our place to tell them what we feel is right as to RTS wargaming... They do seem to know their stuff & balance their games in a way that satisfies the broader possible audience. All the same, we agree with your views on the various difficulty levels and what they should mean in this kind of game. As it happens, our coming Kursk add-on is already coming along those lines, with a 'Realistic' level of difficulty that replaces the Blitzkrieg 'Hard' mode (what we used to call as 'Normal' in OB/MB), the 'Normal' mode being more 'balanced' towards the average level of difficulty of Blitzkrieg historical missions. Hope that answered your questions.
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Post by Boli on May 8, 2005 21:57:58 GMT
Thank you for your answer. Cool so first I was misunderstanding something. I thought that the ranges will be changed without possibility to vote for the player. So it is votable, thats super. Of course the ranges can only that long like a screen is. Anything else wouldn`t make any sense. And clear! The game Blitzkrieg and Blitzkrieg II is programmed by Nival and they have to determine in what kind of realism they want to release their games. Thanks to god that people like you are here to fix that things I don`t like. You know I am playing RTS Games nearly from the beginning they became really popular. I begann 5 Years ago with Sudden Strike. And from that time up to now it was always the same. The game came out and only weeks later somebody began to modify anything because so many players were not impressed about the gameplay etc..... . And so it is just really frustrating that not one programming team was really covering every aspect of such games. In Panzers for example you are having a very nice graphic but the that was it. The gameplay is just to . Is it really an unrealistic wish from me as a customer that game programmers are thinking evolutionary and not going one step forward but two steps back. When I would be a programmer I would look at all competition game in the same genre I want to program and write down what inovations these games are having. So for example in Sudden Strike there were no trenches existing, in Blitzkrieg yes. But the way how reinforcements came into the map was much better in Sudden Strike then in Blitzkrieg. In Sust they are really driving in from the side of the map. In Blitzkrieg you can let them come in like beaming them in like it is in the science fiction film "enterprise". Of course you need to be carefull not to hurt any copyrights. But to me it looks like all that following RTS games like Blitzkrieg and then later Panzers were made by people who did`nt want to look to the old inovations of older games or generally probated things which were popular to many players and it seems to me that they do not want to look over their own plateedge. My wish as a player is always and simply that one. I am playing any game of a genre for example two years like I did it with sudden strike. And I liked many things in that game but also saw many things not so good. A new game like Blitzkrieg is coming and of course my wish as player is just to get the same that I knew PLUS new Inovations but not new inovations and suddenly things completely away like they were in the game before. (For example in Sudden Strike you were able to shoot out the drivers of repairing trucks to use them yourself, or in Sust II tank commanders could look out their tanks, or infantry was able to sit on every kind of tank but not in Blitzkrieg, in Sust II you could go in and out of every vehicle with your drivers. All that things were lost in Blitzkrieg. Thats why I am talking about "evolutionary working". Of course it`s not your mistake but it is simply a little bit frustrating that everybody is only cooking it`s own soup. But enough from that for now. It has nothing more to do with your Add On. You are just trying to make the best out of that what you have laying in front of you. Is there any date known the new Add On "Kursk" is coming out and is it then possible to buy it from the beginning of the release in germany? Greets Boli
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Post by Adrian Taylor on May 11, 2005 9:40:35 GMT
The Range Modification Update is now available for download from the main site.
Although it states this is for Ostfront:Barbarossa the update can also be used with Mission:Barbarossa.
All unit sight ranges have been reduced by a third (from 120 to 80), although a few Recon units have a sight range of 90. Direct fire weapons (All weapons with Trajectory "0") have had their ranges reduced by a third.
With this reduction in ranges it does mean that the ground scale has increased thus to re-balance the game unit speeds have also been reduced.
As a reminder this is not a patch. It is an alternative modification to the data files for those players who prefer to use shorter sight and weapon ranges.
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Post by boli on May 17, 2005 10:50:43 GMT
Hi all!! Yesterday I found something interesting in a forum of a german blitzkriegsite. In the last days (or maybe weeks now) a demo came out. It`s called "Stalingrad" and its an Stand alonegame based on the Blitzkriegengine and graphic. In that game is a inovation included which makes it impossible to shoot through houses, forests etc.. And in this forum I found out that you only need to change a folder: 1. Backup from ""Blitzkrieg\Run\ailogic.dll"" folder 2. copy folder ""ailogic.dll"" from Stalingradfolder to ""Blitzkrieg\Run\"" 3.: Here you can also see a picture about it: bkpforums.com/phpBB2/viewtopic.php?t=10I am writing this because in the forum of Blitzkrieg-maps the most people did`nt like the long ranges BECAUSE of the fact that the player is able to use these ranges in housefights in towns etc. with the advantige to be able to shoot through houses etc. . Now with the changed ailogic.dll it is impossible to do that. I don`t know if there are also standing things like copyrhigt etc. in front but maybe to hear that would be maybe interesting to you. Just by the way. When you may not use it for your Add On just forget it. Because in my gamefolder it is changed anyway. And it is one important step more to more realism in the game. Greets Boli
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Post by Adrian Taylor on May 17, 2005 11:22:35 GMT
Its in our folders don't you worry Adrian
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Post by Boli on May 17, 2005 13:36:00 GMT
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Post by Adrian Taylor on May 17, 2005 13:38:58 GMT
Our personal folders. Due to copyright it will not be included in Kursk Adrian
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Post by Atlas555 on May 18, 2005 10:45:37 GMT
Since Kursk is based on the BK I engine-if it is in your main Blitz-Kursk will work with Stalingrad AI. I have it installed in Blitz and Burning Horizon. Works perfect.
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Post by Boli on May 18, 2005 20:38:27 GMT
Don`t you worry Adrian. We players can manage this problem by ourselfs. And even when you would write something close to that function in the folder I guess that also Nival has to be asked for it. Sometimes things are really complicate like all that sh*** bureaucracy in our "civilized" countries. Greets Boli
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