blowing bridges and retreat

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kojusoki1
Posts: 236
Joined: Tue Jan 06, 2009 8:44 am

blowing bridges and retreat

Post by kojusoki1 »

Is there any chance for changingthis feature?
I find it very unfair for Germans: sometimes it is tactically ok to destroy a bridge but hold other bank. If lets say Pnz Div with panthers stays on other bank, it will be difficult like hell for allies to storm them. Now, once Germans blow the bridge, they retreat, lose vehicles while retreating, and have to refight the map no idea why.

I understand its hardcoded feature but I belive its something like changing 0 to 1 in code:)
ANy chance to have it modeable?
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: blowing bridges and retreat

Post by Tejszd »

I agree with you about forcing the disband/retreat when a bridge is blown.

Hard coding is bad and the developer should be avoiding that as much as possible. And yes turning on or off an option usually is just changing a 0 to 1 or the other way. Though the game needs to know how to handle a map if there is no way to cross a river...

Is it mod able? YES. Check out this line from the bottom of Campaign.txt file;

# Force retreat on bridge demolition (1 = yes, 0 = no)
1

I tried the setting as a 0 and indeed the battle does not end when a bridge is blown. Not sure what else, if anything, is impacted by the change though yet....
kojusoki1
Posts: 236
Joined: Tue Jan 06, 2009 8:44 am

RE: blowing bridges and retreat

Post by kojusoki1 »

shame on me i didnt notice it....
thanx Tejszd:)


Edit:
hmmm i cant find it in my campaign.txt file!!??
Definitly I have no such line in my Campaign.txt file from BASE folder...
Can you attach your campaign file here?
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: blowing bridges and retreat

Post by xe5 »

We will probably have to wait for the next patch to be released before that new version of Campaign.txt will be made available [;)]

Good to know that in addition to the expected bug-stomping, LSA is still being tweaked as well.
kojusoki1
Posts: 236
Joined: Tue Jan 06, 2009 8:44 am

RE: blowing bridges and retreat

Post by kojusoki1 »

thats explains why i dont have such thing here:)
GaryChildress
Posts: 6932
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: blowing bridges and retreat

Post by GaryChildress »

How about tweaking LSA so that BGs can be "locked" at 15 positions instead of being dependent on how many men in the forcepool? That would be great and would save me from having to do my mod with TLD instead.
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NoobBlaster
Posts: 4
Joined: Fri Dec 10, 2010 12:48 pm
Location: Australia

RE: blowing bridges and retreat

Post by NoobBlaster »

Once you blow a bridge the battle needs to end as it becomes stalemate in game due to the fact that there are no longer the possibility of capturing VL's
No one wants to sit there endlessly shooting across a river for no result.

kojusoki1
Posts: 236
Joined: Tue Jan 06, 2009 8:44 am

RE: blowing bridges and retreat

Post by kojusoki1 »

well not exacly, You may want to secure land on your bank of the river o have better deploment area later. If you play H2h its not a problem. 
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