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RE: questions
Posted: Sat Aug 16, 2014 3:31 am
by rickier65
ORIGINAL: Rick
ORIGINAL: Mobius
What is the ratio for Engage?
I don't understand question do you mean the % chance for breakdown using normal speed?
ORIGINAL: Mobius
Is there an increase for Rush speed or Rush order? Because Charge, Bound and Regroup also use Rush speed.
Good point. I'll have to check. I think it checks the order, but it might check all of those orders.
Thanks
Rick
The base chance for bogging or breakdowns are a function of unit velocity, terrain, unit mass, and unit horsepower.
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
Advance or Defend *.5 (it's good to be careful)
Retreat or Withdraw *3 (well your'e going in reverse so hard to be careful)
Bound, Rush, Regroup *2 (you're in a hurry)
Charge *3 (your in a hurry AND not paying attention to much of anything except the enemy unit)
There are also adjustments for unreliable equipment, already damaged track, driving awards, and training.
Is this what you were asking?
Rick
RE: questions
Posted: Sat Aug 16, 2014 6:56 pm
by Mobius
ORIGINAL: Rick
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
You mean a model tree? The bounding box or the trunk?
RE: questions
Posted: Sun Aug 17, 2014 12:27 am
by rickier65
ORIGINAL: Mobius
ORIGINAL: Rick
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
You mean a model tree? The bounding box or the trunk?
I don't know, just that it was checking for a collision.
thanks
Rick
RE: questions
Posted: Sun Aug 17, 2014 7:24 pm
by Mobius
ORIGINAL: Mobius
ORIGINAL: Rick
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
You mean a model tree? The bounding box or the trunk?
As it stands now the Mapmaker produces a 6x6 meter square of impassible obstacle terrain at each tree. So it sort of prevents that tree collision from ever happening.
RE: questions
Posted: Sun Aug 17, 2014 7:31 pm
by rickier65
ORIGINAL: Mobius
ORIGINAL: Mobius
ORIGINAL: Rick
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
You mean a model tree? The bounding box or the trunk?
As it stands now the Mapmaker produces a 6x6 meter square of impassible obstacle terrain at each tree. So it sort of prevents that tree collision from ever happening.
Ah, I'll have to check to see what it's using.
Thanks
Rick
RE: questions
Posted: Sun Aug 17, 2014 7:42 pm
by Mobius
ORIGINAL: Rick
ORIGINAL: Mobius
ORIGINAL: Mobius
You mean a model tree? The bounding box or the trunk?
As it stands now the Mapmaker produces a 6x6 meter square of impassible obstacle terrain at each tree. So it sort of prevents that tree collision from ever happening.
Ah, I'll have to check to see what it's using.
Thanks
Rick
Maybe that should be added to the list of things needing fixing? Impassible Obstacle terrain can't be the same as woods for LOS so it must make holes in the woods concealment.
RE: questions
Posted: Sun Aug 17, 2014 11:49 pm
by rickier65
ORIGINAL: Mobius
ORIGINAL: Rick
ORIGINAL: Mobius
As it stands now the Mapmaker produces a 6x6 meter square of impassible obstacle terrain at each tree. So it sort of prevents that tree collision from ever happening.
Ah, I'll have to check to see what it's using.
Thanks
Rick
Maybe that should be added to the list of things needing fixing? Impassible Obstacle terrain can't be the same as woods for LOS so it must make holes in the woods concealment.
I was thinking this was same as number 9: Change the way MapMaker does tree obstacles so that the tree terrain does not overwrite structure terrain resulting in LOS through building sometimes not being blocked . I had taken number 9 from an earlier comment you had. But maybe 8 needs to be expanded?
thanks
Rick
RE: questions
Posted: Mon Aug 18, 2014 12:09 am
by Mobius
I was attempting to test the bogging/breakdown feature on a new test map but the tanks kept going around the trees because of the obstacle terrain. I did notice a bog in a woods in an old Karkov map when I was testing last week. The tank never unbogged.
RE: questions
Posted: Tue Aug 19, 2014 7:40 pm
by budd
Here's why my questions regarding unmovable ATG placement. Turn seven these guns pop on the map, way forward of my forces and facing the wrong way. The gunpits had a bead on them and before they could turn 1 ,2 3, shots your dead.

RE: questions
Posted: Tue Aug 19, 2014 10:14 pm
by Mobius
For example the gun should appear on this screen. It says turn 8 at 20%. The placement is on the mini map. Granted the mini map isn't too exact.
Also, the reason the gun is turned around is to slow down it's deployment. We don't have towable guns. It is to represent the time delay in unhooking and setting up a big gun from a limber. It wouldn't just beam into position all ready to fire.

RE: questions
Posted: Wed Aug 20, 2014 12:58 am
by budd
AAAA... ok.... i get it now...Wasn't even looking on that screen, i learned something new about the game. I guess those guns were expecting me to make faster progress. Is the percentage about whether they will show at all or on that turn? Like the 20% chance on turn 8 , if the 20% doesn't work out are they pushed back to turn 9 or don't show at all? Is this info in the manual and i just missed it?
RE: questions
Posted: Wed Aug 20, 2014 1:05 am
by Mobius
ORIGINAL: **budd**
Is the percentage about whether they will show at all or on that turn? Like the 20% chance on turn 8 , if the 20% doesn't work out are they pushed back to turn 9 or don't show at all? Is this info in the manual and i just missed it?
Yes, each turn there is that percentage chance until they do show up.
RE: questions
Posted: Fri Aug 22, 2014 1:50 pm
by budd
You got to admit this is bad placement. They arrived way far forward, arrived and died, one got a shot off and took out a BT-7 at least. The red circle is where a turn earlier the 88 was placed. This the same battle the other 2 pak's were placed middle of the map way forward, these are worse and even farther forward and right next to a previously unseen unit.This was turn 15.

RE: questions
Posted: Fri Aug 22, 2014 4:02 pm
by Mobius
But they are appearing about 650m from the edge after 20 minutes. That is about a 2 kmph easy stroll from the edge. Is there any heavy fighting going on slowing your units down?
I think all the Mcensk scenarios are built so both sides get reinforcements. The Germans can't just wait until they get all their strength and then attack because the Russians are gaining forces with time as well.
RE: questions
Posted: Fri Aug 22, 2014 4:58 pm
by budd
yea if i go straight up the gut and subject my forces to fire from different angles. Made that mistake in a couple other scenarios, cost me casualties, a lot of casualties.Not much fighting at all really, turns out there was nothing in the foxholes in the woods. I did clear the woods with infantry before moving forward. I can't see going up the middle since you didn't give me any smoke units[;)] I have defiantly been way more deliberate to restrict angles my forces take fire from. I believe that shot is turn 15 and you can see i've avoided the middle, its an effort to not get jacked up by the ATG's before i ever reach the t-34's and Kv's that will be waiting I'm sure. I'm not so much waiting as trying to minimize casualties since i've taking a beating in the previous scenarios.
RE: questions
Posted: Sun Aug 24, 2014 2:24 pm
by rickier65
ORIGINAL: Rick
ORIGINAL: Mobius
ORIGINAL: Rick
The base chance is then increased:
If you hit a tree *100 (so beware of woods)
You mean a model tree? The bounding box or the trunk?
I don't know, just that it was checking for a collision.
thanks
Rick
Mobius,
I did some checking, and for the collision to increase bogging chance, the collision has to be against a model tree. Also, it looks like the map has to support knockdown as well.
Rick
RE: questions
Posted: Wed Aug 27, 2014 12:09 pm
by Mobius
ORIGINAL: **budd**
I believe that shot is turn 15 and you can see i've avoided the middle, its an effort to not get jacked up by the ATG's before i ever reach the t-34's and Kv's that will be waiting I'm sure.
Considering your positions on turn 15 there's no real good place for those AT guns to be positioned behind your lines.
RE: questions
Posted: Wed Aug 27, 2014 9:44 pm
by budd
yea your probably right about the gun placement. I took too long clearing the woods on the right, i would of swore there would be infantry and AT infantry in those woods and foxholes....nope. I got another marginal defeat. Didn't have hardly any casualties until i moved on the village top right. then the t-34's started taking their toll and all the infantry in the houses chimed in. Only smoke i had available was from the infantry. I ended up taking the VP at a high cost again. looking at the map afterwards i would of been murdered going up the center without some sort of smoke screen. These are tough battles from the german side, i have not had any luck taking on the T-34's and KV's with my armor even when i work for the flank shots at odds.My At guns have had success as long as they were alive. Looks like the next one is not going to be a picnic either, starting in the city. I've taken note of the reinforcement turns and locations so we'll see how it goes.
RE: questions
Posted: Thu Aug 28, 2014 9:04 am
by Mobius
ORIGINAL: **budd**
Only smoke i had available was from the infantry.
The PzIVEs have direct fire smoke.
RE: questions
Posted: Thu Aug 28, 2014 10:33 am
by budd
I wish....not the ones I had. Ill check a save, thought I checked them all.