A Question About Commands

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Mad Russian
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RE: A Question About Commands

Post by Mad Russian »

ORIGINAL: Erik Rutins

I'll take a look - what units exactly would you like added to the potental OOB? We'll reseach them and get them into a future update most likely.

Regards,

- Erik

The PUMA Erik....the PUMA!!

Any modders out there want to do the little bad tempered kittie???!!!!! My first scenario will use the PUMA if I can get the data updated and a mod done for it.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
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RE: A Question About Commands

Post by Mad Russian »

ORIGINAL: Erik Rutins

I don't see any reason why we couldn't have a move order that allowed units to halt when firing, I'm just saying we don't have one right now, unless you could ordering a Halt in the Reaction phase to allow fire.

Regards,

- Erik


Having the ability to string orders together would allow you to do that if you wished. Allow an order string 3 commands long or some such per orders phase...the entire 80 seconds with the reaction phase reacting to the main orders phase. That would also take the entering buildings problem away. Plus other situations where you want to keep moving and not stop and wait on the turn clock.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
thewood1
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RE: A Question About Commands

Post by thewood1 »

I think that gets to the waypoint issue as well.
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Mad Russian
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RE: A Question About Commands

Post by Mad Russian »

ORIGINAL: Redleg

I did the "Rifles with DP LMG" similar to other units in the game.

No reference about smoke grenades per se. I gave them to the Soviets as a counter to the Germans having too many. I'll probably go back and remove a lot of smoke grenades later on. The things I read lead me to believe that tactical use of smoke grenades was very limited in WW2. I applaud this game for limiting the number of smoke rounds but I think I will remove many smoke grenades from units.

It is fun to mess around with the weaponry.



For the Germans at least, I think most of the smoke grenades were given to their combat engineer troops. They were the assault specialists in the German Army.

Other countries I'm not so sure about.

I agree that smoke grenades weren't used as much in WWII as they are now.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Redleg
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RE: A Question About Commands

Post by Redleg »

Yes, my experiment with giving the Soviets the same sort of smoke as the Germans didn't work out well at all.  So I have taken it away.  But right now, I am thinking to try limiting smoke to the Engineers....
 
I did find out that when one makes massive changes as I did, it is very easy to mess up the Random Battle and Random Campaign capabilities... due to the pre-sets.
 
Now with some practice, I find the RBG and the scenario editor very easy to use.  The key for me was to zoom in close so I could be sure to position things in the buildings.
 
The AI is very careful to avoid moving its German armor close to infantry threats so the jury is still debating whether the AT weapons will help the human player Soviet side.
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Stridor
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RE: A Question About Commands

Post by Stridor »

Redleg,

Zooming into the map is a great way to get accurate positioning. However you can still do an accurate move position even whilst zoomed out, but using the shift-right click method of moving units. This will ensure the true center of the unit lines up precisely with the underlying terrain map.

Just thought I would let you in on that little tip.

And one last one, you can see the effective radius of different weapon systems ranges by clicking on their range numbers in the specs box. You will see a range marker placed on the map. This is helpful to see just how close tanks can get to infantry before they come under CA or AT weapon range.

Enjoy

S.
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