Page 3 of 8
Re:Second Beta Patch v1.01
Posted: Thu Apr 29, 2010 3:05 pm
by GShock
It's not a problem of 0.4 or 0.6 (by TC2m artyammo file iirc). It is WAR. If the fuse is not working, if the shell is not working, those guys are sent to front line with slings and I ensure you they will kill more than with the 1.0 artillery ratio.
You can miss a shot because the fuse is bad, you can miss another one because you are inexperienced, you can miss another one because you make a mistake, you can miss an EXTRA one because the target moved/changed pace.
But if you kill 50 people in 30 minutes on a battlefield with 4000 enemy then the arty is not working. Simple as that.
If you can't hit a regiment how can you hit a cannon at triple distance with counterbattery fire? If shrapnel and shells are designed to be area effect ordnance, accuracy has a VERY limited impact on the results of a shot.
I haven't tested 1.01b2 yet. Will do so tomorrow but that's how it was in 1.0 and 1.01b1... hope it changed.
Re:Second Beta Patch v1.01
Posted: Thu Apr 29, 2010 4:35 pm
by rckgunny
ok i did figure out why the SP scenarios were ctd'ing . it was because if i set the minute anywhere above 1 minute the scenarios will crash. glad to hear you're fixed the high scores thing and alll the other stuff you've fixed very good job
gen r e lee
rckgunny
Re:Second Beta Patch v1.01
Posted: Thu Apr 29, 2010 4:44 pm
by Little Powell
rckgunny wrote:
ok i did figure out why the SP scenarios were ctd'ing . it was because if i set the minute anywhere above 1 minute the scenarios will crash. glad to hear you're fixed the high scores thing and alll the other stuff you've fixed very good job
gen r e lee
rckgunny
I'm not sure what you mean by "set the minute anywhere above 1 minute". Can you go into more detail? I'd like to know so we can help other folks in case they have this same issue.
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 4:38 am
by jam3
Are the self detaching, overriding take command leaders/regiments going to be fixed? Sometimes just telling a leader to move someplace in column while not tc'd then hitting 1 to put him and his subunits on tc so they don't deviate then you come back and he's detached himself and is running off doing whatever he likes. I have even seen them override orders u send them via courier, tell em to hold and they switch to attack.
I listened to three moves ahead podcast and the statement about removing the tc button kinda got me worried and curious about this problem all at the same time. I understand allowing the leaders to act as they did historically but I like to move them into position and get them orders then un'tc them and right now im fighting them while tc'd more than im fighting the enemy, not fun. The beauty of the tc system has always been I could give a brigade or division a general strategic movement order tc them and not have to worry about it. Then once I was strategically where I wanted to be give the orders and un'tc them and let the generals act as they would historically.
Historially it was pretty rare for a general not to follow general movement orders. I know it happened but that was pretty rare and would set you up for reprimand or a court martial. At Gettysburg the only time I can think of that it happened was Sickles move forward, and he would have been court maritalled for it but he was wounded.
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 4:49 am
by BOSTON
* In Tutorial 1, players will now score points for all objectives except the first one and must complete all objectives to win. This tutorial will now end just after the last objective has been completed
Total points upon completion is 100 for promotion. Question; Is this promotion manditory to win in order to get on the General's List? as well as, promotions for the other Tutorials.
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 6:30 am
by Little Powell
jam3 wrote:
Are the self detaching, overriding take command leaders/regiments going to be fixed? Sometimes just telling a leader to move someplace in column while not tc'd then hitting 1 to put him and his subunits on tc so they don't deviate then you come back and he's detached himself and is running off doing whatever he likes. I have even seen them override orders u send them via courier, tell em to hold and they switch to attack.
This is probably the script in the scenario doing this, not a bug.
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 6:31 am
by Little Powell
BOSTON wrote:
* In Tutorial 1, players will now score points for all objectives except the first one and must complete all objectives to win. This tutorial will now end just after the last objective has been completed
Total points upon completion is 100 for promotion. Question; Is this promotion manditory to win in order to get on the General's List? as well as, promotions for the other Tutorials.
Yes you must get a major victory in every scenario (including tutorials) to win the game.
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 6:52 am
by BOSTON
Little Powell wrote:
BOSTON wrote:
* In Tutorial 1, players will now score points for all objectives except the first one and must complete all objectives to win. This tutorial will now end just after the last objective has been completed
Total points upon completion is 100 for promotion. Question; Is this promotion manditory to win in order to get on the General's List? as well as, promotions for the other Tutorials.
Yes you must get a major victory in every scenario (including tutorials) to win the game.
LP
Look at my post under "I Win" thread.
BOSTON

Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 12:49 pm
by Trilogy
I notice that the old map spotting option "Player sees" has changed to "All in 700 yards." Is it still basically the same option?
Re:Second Beta Patch v1.01
Posted: Fri Apr 30, 2010 5:41 pm
by Michael Slaunwhite
Little Powell wrote:
Also want to add that the size of this download is much smaller than the full game download. It's around 114 megs.
Thanks...
