John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.
First off, excellent work by you and the group on 1.03. You did good!
There are a few graphics glitches which I am sure your aware of so I won't dwell on these.
If possible look at the year filter in the OOB. It keeps coming up 9 years earlier on random scenarios and any other scenario OOB I open up. Also it looks like when you pick a large unit like a division it defaults to the old Talonsoft unit composition instead of giving you a choice of green or veteran units by percentage. Also the United States M-36 Jackson TD Battalion-44 incorrectly gives M-18 Helcats as the base TD's. Don't get me wrong, M-18's arn't bad but they usually evaporate when shot at!
I would also have to agree with what another member said in that what is true for the German OOB on the Eastern Front should be mirrored on the Western Front. TO&E's for divisions would be the same.
Best always!!
Big Ivan[;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
I've seen the same thing happen with leaders. It is an AI issue, and from what I've read so far nothing was done to it. Your only bet is to fix the unit in question.
Guys,
Just tried to use specialist enginners in RS and found that US construction engineers "barriers" were no visible, or even if they made them.
British construction engineers had not problems, and while the Brits laid barrier in one turn, the Japanese took two turns.
Also had problems the mine laying Japanese engineers. They would not lay minefield as fast as US or Brits.
Also curious about how many turns it takes to lay hex-side and vehicle bridges .... as tried to lay hex-side bridge with Brit, Jap and US bridge laying Engs, but nothing seemed to happen. Used Brits to lay hex-side over stream and US, Jap to lay vehicle and hex-side bridge over regular river (dark blue hex-side river).
Any ideas ...
GavinP
I would like either for this patch 103 or in patch 104 to able to have destructable inftrastructure. This is what this game needs the most now. It would bee nice to able to destroy bridges with Artillery. Bombard cities and villages and trees as well. That would add immmersion by tenfold.
a, this is out of the reach for 1.03 (the patch IS complete and just fine tuning and Bug hunting is done now)
b, bombard a single building (a bridge) is fine and would be nice to added (in 1.04 ...)
c, bombard citis/village/trees is difficult -> to destroy a 250m big hex of trees or full of buildings and infrastructure that it harms the Game (concealment/movement...) is hard in short time.This musst done with mass bombardment or in a very large time frame ..
d, it would be nice to implement in a later update (1.04..) Fire.This comes from burning tanks in the wood or from burning buildings or as a result of bombardment from burning trees and dont forget flamethrower [:D]
The fire can expand to other hexes and block LOS or harm units, this should be in sense of the enviroment (by rain or heavy rain the fire is going down or out...) and ground conditions (dry/snow...)