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Post by ESARobin on Jun 2, 2004 14:09:49 GMT
i realy like the demo , is this game also multyplayer ?
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Post by Adrian Taylor on Jun 2, 2004 20:53:24 GMT
I have played a couple of test games over my LAN and it works well. I plan to do some MP maps after releasing this first campaign and also a small netcode patch (aka ileet, but without the realism mods ). I would also encourage other mappers to produce their own MP maps. Adrian
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produce their own MP maps
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Post by produce their own MP maps on Jun 4, 2004 13:47:19 GMT
wel i think i made some 20 mp maps right now and i need some new stuf , new maps making fore ostfront mod is a new welcome thing to do fore me if you ask me , i keep on playing this singleplayer demo and thats cind of funny because normaly i dont like singleplayer . i am gonne bye this product never the less i dont have a credit cart so i hope i can pay it on a diferent way . greetings Robin (the netherlands) . www.esaclan.com/index2.html
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Post by Wolfseven on Jun 11, 2004 8:26:25 GMT
I would say we have made realism changes and hope it work better than ileets weve made some modifications suchas heavey tanks longer range of fire mediums fire range is less than that of a heavey and lights have medium capablity. we had to go in and readjust alotof stuff he changed because it ws just way off oh and the troops are back on and we aded troops capability to the medic units refreesh troops and carry them. Blitzkrieg Multiplayer MOD
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Post by Adrian Taylor on Jun 11, 2004 12:06:37 GMT
I certainly commend any modder and Ileet certainly has done some good ground work in fixing some of the MP issues.
However, I feel his attitude to the realism changes he did lives on.
Personally, why don't you consider separating the MP changes from the realism changes you have made. Obviously people have different ideas on Realism and are thus they are subjective. However, if you provide as two separate patches I think you will get more interest.
Adrian
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Post by foxy on Jun 18, 2004 17:29:15 GMT
To have a patch that helps make the MP experiance better is a must, and commend its appearance.
The other issues have I think been ammended in the OSTFront game.
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Post by Pzkpfwr on Jun 29, 2004 3:09:13 GMT
I certainly commend any modder and Ileet certainly has done some good ground work in fixing some of the MP issues. However, I feel his attitude to the realism changes he did lives on. Personally, why don't you consider separating the MP changes from the realism changes you have made. Obviously people have different ideas on Realism and are thus they are subjective. However, if you provide as two separate patches I think you will get more interest. Adrian Most of Ileets changes to the patch were reversed by NATO to get back the feel of original BK . However i see no problem with leaving the change of decreasing afv speeds as well as support vehicles to improve game speed and reliabilty. I personally tried our mod at original speed and still found much lag and some ctds at this speed. By reducing the vehicle speed by 50 % it has much the same effect that pushing the -/+ button during SP missions has. The actual speeds now appear much more realistic than BK speeds and the game reliabilty is about three times as durable. The addition of other units is there only to assist map makers with more to play with. All other maps and adjustments to sound were removed. Pz
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Post by Adrian Taylor on Jun 29, 2004 5:48:07 GMT
If you reduce one attritube to the game (speed of units) so drastically you must alter other aspects of the game engine to balance play. I notice you have kept ROF of guns the same.
Adrian
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Post by foxy on Jun 29, 2004 10:18:57 GMT
Well the more maps for MP in OSTFront will get this Mod on an even better footing.
As you say Adrian it will work well as another aspect of Multiplay. Look forward to the day there are maps for this Mod in the multiplayer senarieo.
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Post by Pzkpfwr on Jun 29, 2004 15:52:15 GMT
Rate of fire on guns seemed very realistic and caused no problems to the game reliablity. It was only speed which was too quick and caused problems. I have played wargames for 30 years both board games and rts games.
Speed of the vehicles in BK is way off.
Thats why it was changed, and there is no loss to the balance of play.
Pz
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Post by foxy on Jun 29, 2004 16:42:02 GMT
Well as for speed in the game Blitz does have it about right, some vehicles were faster than others and this shows well in the original game.
But haveing Multiplayer maps for OSTFront will make the mod more appealing, and have a wider choice of users.
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Post by Pzkpfwr on Jun 29, 2004 16:47:04 GMT
That still holds true for our multiplayer mod as all vehicles were reduced evenly. But for original BK speed, tigers and Large tanks would have needed twice the engine HP to create those types of speed at that weight.
But for those who like the arcadish version of war i guess those speeds are fine.
BK multiplayer MOD however is trying to recreate the real deal.
Pz
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Post by Adrian Taylor on Jun 29, 2004 17:34:12 GMT
There are other ways of slowing units down in BK. Vehicle speeds are roughly correct in the orginal game for road speed but not cross-country. I appreciate your comment about causing less lag and would agree this would be the case, but would lose out in game play.
The ROF of most of the weapons is okay if you keep with the contricted scale of teh game. Vehicles are fast and ROF is fast because the ground scale is so constricted. Visual range equates roughly 500 to 1000 meters combat range.
Thus with standard (wargaming rules) if you alter scale one way you need to adjust elsewhere. If you believe a 6 pdr a/t gun can fire a round off every second or you think a crew of a 150mm German howitzer can get a shell waying over 60 lbs into a gun breech and fire it under 5 seconds thats okay by me.
I note that you have increased the range of some weapons over others. This is generally the lightly equiped tanks that rely on speed to out manoeurve their enemy. However, with reduced speed of tanks this is hardly possible.
While on the subject of increased ranges why have you given such an extended range to the 88 flak?
Adrian
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Post by Pzkpfwr on Jun 29, 2004 23:07:49 GMT
The 88mm flak and other large flak guns have larger ranges than other guns. They were unaltered from original BK however the MaxFireRangeToShootByLine was extended to account for new ranges on Heavy tanks which allowed larger caliber AA an extended range.
We found this to be a small problem at first, but with extended vision of binocluars to be able to calculate where you think that AA might be and destroy it with either arty or other means. Again making the gamer utilize better strategy and tactics.
However I may still be decreasing that range to eliminate this AA advantage in an update after much more feedback and testing.
Its on my list along with too much bad weather.
Thanks for the help with maya
Hopefully I can make some useful units.
Pz
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Post by foxy on Jul 1, 2004 11:11:14 GMT
New units would be great Pzkfwr, thats one of the biggest headaches when trying to make the game more real in time, as you are aware.
Good stuff.
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