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mongalong247Moderator
Hi @mor_juliet – there should be no difference between 3.1.6a and 3.1.6b as it is the same work done again to eliminate the bug. However we will do what we can to eliminate the interruption to the tournament. At this point we’ve only had one submitted entry. So it won’t be affecting any replays but that one.
mongalong247ModeratorThat’s interesting! Will have to look into it, the rapid movement is a global ability so they all share the same ability, it may be something at a unit level.
Thanks for the report.
mongalong247ModeratorWe’ve added a retreat point to the medic, he still has to manually distribute the supplies at this stage but we may look at a passive thing further on. Hopefully this gives the unit some more value early game, allowing you to pull men off the line and heal them. You will need to reinforce them still at a HQ or FHQ, this is only for healing of troops.
mongalong247ModeratorThe conclusion of my investigations can be found here.
Will address the AT rifle and vehicle disembark ability at a later stage.
mongalong247ModeratorWhen I’m in the tools next I’ll get the exact list of what squads are covered in regards to losing entities.
mongalong247ModeratorOnly thing I see as an issue (away from the way I originally intended) is your suggestion of the replacement depot as being for in arty barrage only.
The idea behind it is to be able to take heavy losses and come out on top, it’s cheap enough to hit when you’re getting into a firefight, even if you’re not getting squad wiped – it’s any 6 entities from the list and you get a free rifleman squad.
29/08/2017 at 3:43 am in reply to: Unable to access command points menu after some time into gameplay #3949mongalong247ModeratorThere’s no “hover” mechanic for custom UI – we’re working on better doctrine descriptions at the moment. But also that is a big part of what this site is about, we’ve got the tech tree previews and faction guides (both official and community) here.
28/08/2017 at 7:29 pm in reply to: Unable to access command points menu after some time into gameplay #3940mongalong247ModeratorWe have graphics on all the steam pages to show how far along the process we are.
also we’re updating the descriptions on the doctrine panels so that it is clearer as to what is what and when development is planned.
in regards to preset loadouts, sadly we’ve done everything we can to simplify it – you can leave commanders on and Wikinger auto removes them, that’s about all we can do though.
feel free to suggest what we can improve on and we will do our best
28/08/2017 at 1:02 am in reply to: US AB still has a few items which need correcting, and some thoughts. #3933mongalong247ModeratorI released the beta before Starbuck had made the changes, I’ll drop a new beta tonight all going well.
mongalong247ModeratorIn the next AI beta I will be addressing reinforce, I managed to trap the AI into a retreat, wait, advance loop today, so the reinforce times will need to come way down so it has a chance to reinforce before it gets a new set of instructions.
mongalong247ModeratorThanks – I’ve corrected it now.
26/08/2017 at 7:15 am in reply to: Why do none of the US doctrines have the mobile howitzer, the scott? #3895mongalong247ModeratorIt would be really great if they differed a little, this is something we have gotten better at as we developed each of these doctrines.
Certainly some things to think about here 🙂
We will discuss internally and hopefully the community can come up with some suggestions also.
mongalong247Moderator3.1.6 d Beta
Adjusted “braindead” Wehrmacht AI – now appears to behave like other factions in internal tests.
Please test against Wehrmacht on any difficulty and let us know what you think – also if you notice any lag can you please let us know what map you were playing on as this seems to be a common cause for lag spikes we are noticing.
- This reply was modified 7 years, 4 months ago by mongalong247. Reason: changed 3.1.5 to 3.1.6 - thanks Nyvre
mongalong247ModeratorHi Vinny, we’re pretty sure we know why that some units aren’t reinforcing in the “correct” time.
Common riflemen – 3 sec
Rapid Deployment Infantry – 0.5sec
If you’re trying to reinforce a unit you built before the rapid deployment upgrade it will still have its 3 sec per entity reinforcement time. All riflemen built after the upgrade will have 0.5 sec per entity.
There’s nothing we can do about this sadly.
- This reply was modified 7 years, 4 months ago by mongalong247.
mongalong247ModeratorI’m just waiting on the last changes from @olhausen and then I’ll be building and releasing the beta – probably about an hour from now
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