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RE: Build Roll - mirror

 
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RE: Build Roll - mirror - 11/12/2013 5:31:35 PM   
tommo8993

 

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quote:

ORIGINAL: Bismarck

Could we please have a link for 461? Thanks.


Its beta, so its not available yet. The next public update we can have it :)

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Post #: 91
RE: Build Roll - mirror - 11/14/2013 8:59:13 PM   
Sunburn


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Build 462 (beta)
------------------------

Fixed:
-----------
- 0005094: SARH missiles are overshooting a lot
- 0005864: Wake Homer seeker too weak?
- 0005002: Path for wire guided torps is not updated when target changes speed/heading
- 0005820: [442] 53-65K WH Wake Homing Torpedoes
- FIXED: Unit Status text formatting
- FIXED: SAMs engaging strangely
- FIXED: Torpedo passive seeker error
- FIXED: Torpedo warhead effectiveness
- FIXED: Deactivate speed/alt presets via unit status

* New major UI feature: Quick-jump slots. This allows the player to quickly & easily jump between locations/views of the battlefield without map zoom/pan delays.
How they work:
a) To store a slot: Select a unit/contact. Press Ctrl+[num], where [num] = 1...0 . The unit selection & camera altitude are now stored on slot No.[num] (and persisted per-side).
b) To jump to a saved slot: Simply press [num]. If a slot with that index exists, the camera will move to the marked unit location & altitude.
If you are using tracking-camera when saving a slot, this setting is also saved and enforced the next time you jump to this slot.

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Post #: 92
RE: Build Roll - mirror - 11/15/2013 1:44:55 AM   
ExMachina


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quote:

ORIGINAL: Sunburn

* New major UI feature: Quick-jump slots. This allows the player to quickly & easily jump between locations/views of the battlefield without map zoom/pan delays.
How they work:
a) To store a slot: Select a unit/contact. Press Ctrl+[num], where [num] = 1...0 . The unit selection & camera altitude are now stored on slot No.[num] (and persisted per-side).
b) To jump to a saved slot: Simply press [num]. If a slot with that index exists, the camera will move to the marked unit location & altitude.
If you are using tracking-camera when saving a slot, this setting is also saved and enforced the next time you jump to this slot.


WOw! No idea this was coming . This is a great addition. Thanks!

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Post #: 93
RE: Build Roll - mirror - 11/18/2013 4:41:10 PM   
Sunburn


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Build 463 (beta)
----------------------

Fixed:
----------
- 0005427: 0% PH against Russian Warship
- 0005489: AI should fire torpedoes with Full speed throttle setting when possible
- 0005634: Torps with 0 % Chance of hitting
- 0006030: DLZ Calculations Goofed missiles won't fire
- 0006029: Quickjump Error: Quickjump losing track of assignments and skipping units
- 0006028: Quick Jump Error: Reassigning a key throws an exception

* Secondary windows can now be closed by pressing Esc.

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Post #: 94
RE: Build Roll - mirror - 11/18/2013 7:24:30 PM   
thewood1

 

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Secondary windows can now be closed by pressing Esc...there is a god.

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Post #: 95
RE: Build Roll - mirror - 11/18/2013 7:52:12 PM   
SSN754planker


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Another little fix that will go a LONG way to enjoyment of the game.

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Post #: 96
RE: Build Roll - mirror - 11/18/2013 8:14:33 PM   
Harcikecske

 

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next public beta release date? :)

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Post #: 97
RE: Build Roll - mirror - 11/20/2013 10:09:20 AM   
Sunburn


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Build 464 (beta)
----------------------

Fixed:
----------
- 0004794: Antisubmarine Torpedo attacking surface ship
- 0005547: [430] Mk. 46 being launched against a surface vessel
- 0005376: Wire-guided torpedoes with an old target should start search pattern, not attack uncertainty region
- 0004789: Tu-142 launches ASW torpedo at ships
- 0005710: Torpedoes chase old contacts, circling around and around when they reach them
- 0005855: [443] White Burnout after torpedo hit
- 0006020: [461] Group Waypoint orders and Mission issues.
- 0005558: [427] Throttle&altitude setting logic
- 0005996: Refuelling Doctrine is not being saved
- 0005965: [bug] quick save resets mission refuel settings
- 0006065: Air Ops window: when opening the Ready Aircraft window the currently used loadout should be selected
- 0006066: It should be possible to double-click to select a loadout
- 0006068: Game freezes a few seconds after dropping a sonobouy
- 0006031: Can somebody check VDS sonars
- 0006063: ESSMs are not illuminating at impact point
- 0006062: [463] SARH SAMs going blind too easily
- 0006050: Weapons window opens DB entry of weapon when i click on checkbox

* Aircraft AI improvements (related to Tomcat's sneaky J-10A mission). Group members now always stick with the leader on a manual plotted course even if they have strike targets assigned.

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Post #: 98
RE: Build Roll - mirror - 11/20/2013 3:47:36 PM   
deepdive

 

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Wow! thanks, looking forward for the next update, Your doing a great job.

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Post #: 99
RE: Build Roll - mirror - 11/20/2013 4:08:40 PM   
El Savior

 

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quote:

0006020: [461] Group Waypoint orders and Mission issues.


This is what I really want1 Great stuff. When is it ready...? When...?

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Post #: 100
RE: Build Roll - mirror - 11/23/2013 3:41:57 PM   
Sunburn


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Build 465 (beta)
----------------------

Fixed:
- 0005587: MiG-29 launches AAM at outdated contact
- 0001531: 'Dead' anti-air missiles should fly in a straight line
- 0005915: De-select manual speed&course settings problem
- 0004879: Function keys also close windows
- 0001264: Desired speed label doesn't change with altitude
- 0002780: General program infrastructure] Speed settings labels
- 0004784: Re-directed ESSMs go after targets far off-line
- 0004811: Current loadout should be highlighted in loadout selection window
- 0005234: [413] Non friendly air units over water show AGL above seabed, not sealevel
- 0002855: AMRAAMs fly in strange directions
- 0005300: Make unavailable loadouts be printed in a different colour than the available ones.
- 0005319: Release and document KML-to-INST tool (Flanker)
- 0005409: Aircraft descent rates are too high
- 0006042: Ready Aircraft Dialog: Text issue
- 0006021: [461] Climb Rates or aircraft
- 0006013: [461] AS-14 Kedge [Kh-29L] running blind
- 0005670: Operating Radius displayed in ready ac dialog
- 0005566: Altitude still reports meters in some windows...
- 0005509: Hotkeys that open windows should also close those windows
- 0006076: [464] Edit AC Ready Immediately crash
- 0005767: User not able to destroy a hardened shelter with SDB- Check these out
- 0005480: [422] Tanker retains Offloading fuel status when I rtb the aircraft that was supposed to tank
- 0005668: Interrupting air-to-air refuelling will still show "refueling in progress" on the tanker
- 0005679: Su-25 cannot illuminate ship targets for AS-14s
* FIXED: Missile impact problems on coarse (1-sec pulse) time mode.

* UI addition: Mouse preview mode. When hovering over a non-selected unit/contact, the selection & datablock information for that unit is displayed slightly ghosted. This is useful for quick-look info (without having to display datablocks for all units) and particularly handy when targeting contacts.

* Sound effects are now played on a single channel (HC97-style) instead of multiple parallel channels. This fixes the distortion & crackle problems when too many effects were played concurrently.

* Background music is now available. This can be enabled/disabled through Game -> Game Options -> Sounds/Music. Players can add more soundtrack files (MP3) to be played randomly, by placing them on the \Sound\Music folder. The included track is the "official" Command soundtrack (the one from the promo trailer).

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Post #: 101
RE: Build Roll - mirror - 11/23/2013 4:49:02 PM   
ExMachina


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quote:

* FIXED: Missile impact problems on coarse (1-sec pulse) time mode.


Great news! Thank you!!!!!!!!!!!!!

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Post #: 102
RE: Build Roll - mirror - 11/23/2013 6:17:23 PM   
JCR

 

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Any idea when to expect a new public version?

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Post #: 103
RE: Build Roll - mirror - 11/23/2013 9:06:41 PM   
moontan

 

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quote:

ORIGINAL: JCR

Any idea when to expect a new public version?


i'm sure it will be announced here when it's ready.

patience is a virtue.

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Post #: 104
RE: Build Roll - mirror - 11/23/2013 10:37:16 PM   
Bismarck


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quote:

ORIGINAL: moontan


quote:

ORIGINAL: JCR

Any idea when to expect a new public version?


i'm sure it will be announced here when it's ready.

patience is a virtue.



So is celibacy but I'll give it a pass.

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Post #: 105
RE: Build Roll - mirror - 11/24/2013 5:19:17 PM   
coolts


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quote:

- 0005509: Hotkeys that open windows should also close those windows


YAY! that's was one of my suggestions from the beta! Wahey! The power has gone to my head...

I need to go and pace up and down in front of a giant map of Europe!

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Post #: 106
RE: Build Roll - mirror - 11/25/2013 6:47:48 AM   
Sunburn


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Build 466 (beta)
---------------------

Fixed:
----------
- 0006026: Clicking on Reload Priority opens database viewer. Not intended?
- 0006079: DBViewer crashes always

Two significant UI upgrades:

* Secondary windows now remember their last position and size (these are saved on the Command.ini file so they can be tweaked offline). So you can set up your desired "working environment" once and the windows will retain the customizations accross scenarios and game sessions. To reset the locations & sizes to their default values, click on the button "Reset positions of secondary windows" on the Game Options window.

* Secondary windows now correctly minimize/maximize together with the main game window, and they no longer visually block other program windows.

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Post #: 107
RE: Build Roll - mirror - 11/25/2013 7:09:41 AM   
gdir

 

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Excellent! I'm looking forward to the next public build.

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Post #: 108
RE: Build Roll - mirror - 11/25/2013 11:58:38 AM   
Marder2075

 

Posts: 56
Joined: 10/25/2013
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quote:

ORIGINAL: Sunburn

Build 466 (beta)
---------------------


Two significant UI upgrades:

...
* Secondary windows now correctly minimize/maximize together with the main game window, and they no longer visually block other program windows.


Very nice! Thanks for your work.

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Post #: 109
RE: Build Roll - mirror - 11/27/2013 4:56:56 AM   
Sunburn


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Build 467 (beta)
--------------------------

Fixed:
------------
- 0005994: Yak-9 guns
- 0005971: Air-to-air nukes rarely hit anything
- 0005961: AO's seem to have an issue with fuel. Could you check these
- 0002645: DB3K: Add Russian Buyan/Astrakhan class corvettes
- 0005585: SET-40U
- 0006022: DB3k Update; Spanish Sea King AEW missing air search capability?
- 0006110: Antishipping Missiles Twirling when they reach their sensor activation point
- 0006122: Nothing happens after CBU-105 hits target
- 0006118: Missions: Implement Sea Control Mission
- 0006123: All-Sonobuoy loadout causes plane status to become WINCHESTER
- 0006136: [466] Mission Editor Dialog too tall for my screen
- 0005648: Helicopters use dipping sonar over land
- 0005256: Dipping sonar not working
- 0005778: Need to add Manual dipping for helo's with dipping sonar
- 0006106: [465] Game freeze after launch torpedo BOL.

* You can now manually order a helicopter to hover and use its dipping sonar if it has one. The key combination is Shift+D.

* New patrol type: Sea Control. This type effectively combines the targeting criteria of the ASuW-Naval and ASW patrol. Units assigned to this patrol type will target anything on the sea surface and below it.

* Includes the v400 versions of the DB3000 & CWDB.

The CWDB has received some major additions:

Added and amended the A-1 Series of Skyraiders

AD-1 Skyraider -- United States (Marine Corps), 1946-1950
AD-1 Skyraider -- United States (Navy), 1946-1950
AD-1Q Skyraider -- United States (Navy), 1946-1950
AD-2B Skyraider -- United States (Marine Corps), 1948
AD-2B Skyraider -- United States (Navy), 1948
AD-2Q Skyraider -- United States (Navy)
AD-2Q Skyraider -- United States (Navy), 1951
AD-3C Skyraider -- United States (Marine Corps), 1950
AD-3C Skyraider -- United States (Navy), 1950
AD-3N Skyraider -- United States (Navy), 1950
AD-3Q Skyraider -- United States (Navy), 1950
AD-3W Skyraider -- United States (Navy), 1951
AD-4B Skyraider -- United States (Marine Corps), 1950-1962
AD-4B Skyraider -- United States (Navy), 1950-1962
AD-4N Skyraider -- France (Navy), 1959-1973, [Night attack version]
AD-4N Skyraider -- United States (Marine Corps), 1950-1962, [Night attack version]
AD-4N Skyraider -- United States (Navy), 1950-1962, [Night attack version]
AD-4NA Skyraider -- France (Air Force), 1958-1973, A-1D
AD-4NA Skyraider -- United States (Marine Corps), 1950-1962, A-1D
AD-4NA Skyraider -- United States (Navy), 1950-1962, A-1D
AD-4NL Skyraider -- United States (Marine Corps), 1950-1962, [Night attack version]
AD-4NL Skyraider -- United States (Navy), 1950-1962, [Night attack version]
AD-4Q Skyraider -- United States (Navy), 1958-1962, EA-1F
AD-4W Skyraider -- Sweden (Air Force), 1962, EA-1E
AD-4W Skyraider -- United States (Navy), 1951, EA-1E
AD-4W Skyraider AEW.1 -- United Kingdom (Royal Navy), 1951-1960
AD-5 Skyraider -- South Vietnam [-1975] (Air Force), 1961-1975, A-1E
AD-5 Skyraider -- United States (Air Force), 1964-1975, A-1E [1st Air Commando Sqn]
AD-5 Skyraider -- United States (Marine Corps), 1953-1960, A-1E
AD-5 Skyraider -- United States (Navy), 1963-1964, A-1E
AD-5N Skyraider -- South Vietnam [-1975] (Air Force), 1966-1975, A-1G [Night attack version]
AD-5N Skyraider -- United States (Marine Corps), 1966-1975, A-1G [Night attack version]
AD-5N Skyraider -- United States (Navy), 1969-1972, A-1G [Night attack version]
AD-5Q Skyraider -- United States (Navy), 1963-1970, EA-1F
AD-5W Skyraider -- United States (Navy), 1950-1962, EA-1E
AD-5W Skyraider -- United States (Navy), 1953-1962, EA-1E
AD-6 Skyraider -- South Vietnam [-1975] (Air Force), 1960-1975, A-1H
AD-6 Skyraider -- United States (Air Force), 1965-1975, A-1H [1st Air Commando Sqn]
AD-6 Skyraider -- United States (Marine Corps), 1953-1962, A-1H
AD-6 Skyraider -- United States (Marine Corps), 1963-1968, A-1H
AD-6 Skyraider -- United States (Navy), 1953-1962, A-1H
AD-6 Skyraider -- United States (Navy), 1963-1968, A-1H
AD-7 Skyraider -- South Vietnam [-1975] (Air Force), 1971-1975, A-1J
AD-7 Skyraider -- United States (Marine Corps), 1960-1962, A-1J
AD-7 Skyraider -- United States (Marine Corps), 1963-1975, A-1J
AD-7 Skyraider -- United States (Navy), 1960-1962, A-1J
AD-7 Skyraider -- United States (Navy), 1963-1970, A-1J

Added and Amended the following Spitfire Variants

Spitfire F. Mk IX -- Egypt (Royal Air Force), 1945
Spitfire F. Mk IX -- Israel (Royal Air Force), 1945
Spitfire F. Mk IX -- United Kingdom (Royal Air Force), 1945
Spitfire F. Mk Vc -- Turkey (Royal Air Force), 1942
Spitfire F. Mk Vc -- Portugal (Royal Air Force), 1942
Spitfire F. Mk Vc -- United Kingdom (Royal Air Force), 1942
Spitfire F. Mk XXIV -- Egypt (Air Force), 1946-1955
Spitfire F. Mk XXIV -- Greece (Air Force), 1947-1953
Spitfire F. Mk XXIV -- India (Air Force), 1946-1955
Spitfire F. Mk XXIV -- Israel (Air Force), 1948-1955
Spitfire F. Mk XXIV -- Netherlands (Air Force), 1945-1954
Spitfire F. Mk XXIV -- Sweden (Air Force), 1948-1955
Spitfire F. Mk XXIV -- United Kingdom (Royal Air Force), 1945
Spitfire F. Mk. XIV -- United Kingdom (Royal Air Force), 1944
Spitfire F. Mk. XVI -- United Kingdom (Royal Air Force), 1942
Spitfire F. Mk. XVIII -- United Kingdom (Royal Air Force), 1946
Spitfire PR. Mk. Mk XIX -- United Kingdom (Royal Air Force), 1944-1954
Spitfire PR. Mk. XVIII -- United Kingdom (Royal Air Force), 1946
Spitfire PR. Mk.X -- Greece (Air Force), 1947-1953
Spitfire PR. Mk.X -- India (Air Force), 1947-1955
Spitfire PR. Mk.X -- Israel (Air Force), 1948-1955
Spitfire PR. Mk.X -- Netherlands (Air Force), 1946-1954
Spitfire PR. Mk.X -- United Kingdom (Royal Air Force), 1945

Avenger TBM-3S added AN/APR-1 and amended 12.7mm guns
Avenger TBM-3W-2 added AN/APR-1, AN/APS-4 and Search Light
Amended Minesweepers Habicht and Krake to conventional steel boats.
Amended F-106 Delta Dart both the Air Defense Command and ANG versions cannon was added in "Project Six Shooter" in 1972 and replaced the Genie in the bomb bay. The original F-106 had none.
Amended C 551 Garibaldi Polaris loadout to 4 Missiles only.
Narval class SSK in service date amended
Me 109s and He 111s for Spain have now got there there Spanish designations and names
Added R 21 Kotor (ex HMS Kempenfelt, 1956-1973) Yugoslavia
Added R22 Pula (ex HMS Wager 1956-1971) Yugoslavia
Soviet WW2 and pre WW2 Submarines now have correct Class names and torpedo loadouts
Soviet WW2 and pre WW2 and early post war Destroyers have correct torpedo loadouts
Added Soviet MO4 class guard ship

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RE: Build Roll - mirror - 11/27/2013 10:36:22 AM   
thewood1

 

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So am I correct to assume that ships will still not engage ANY enemy ships unless they are in a mission?

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Post #: 111
RE: Build Roll - mirror - 11/27/2013 11:00:36 AM   
Sunburn


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We're looking into that. No need to needle us about it.

This needs to be configurable, because there will be _many_ instances where you do want your ships (and your planes, and your subs, and your land units, and everything from a rifleman to an ICBM silo) to hold fire even in the clear presence of enemy units.

You are thinking one tactical situation, we have to think all gazillions of them.

< Message edited by Sunburn -- 11/27/2013 12:02:04 PM >


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RE: Build Roll - mirror - 11/27/2013 11:16:45 AM   
Sunburn


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"Why are my ships throwing LRASMs at every little Boghammer out there? I just want them to search for subs!"

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RE: Build Roll - mirror - 11/27/2013 12:21:27 PM   
Mgellis


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quote:

ORIGINAL: Sunburn

We're looking into that. No need to needle us about it.

This needs to be configurable, because there will be _many_ instances where you do want your ships (and your planes, and your subs, and your land units, and everything from a rifleman to an ICBM silo) to hold fire even in the clear presence of enemy units.

You are thinking one tactical situation, we have to think all gazillions of them.


Just an idea, and I don't know how wise and/or feasible it would be...

Would it be possible to set up a radio button in the Editor that says "Unassigned assets will/will not be randomly added to missions." That way, if you want things to sit quietly, they will; if not, the game will choose a mission for anything that is not in a mission...it may not do what you would expect, but at least it will do something! :)

The other option, of course, is just make sure any non-player sides have missions for their various units. If nothing else, "Strike," if I understand it correctly, means, "Go after anything in range you have identified as hostile." That should usually do the trick.

A related idea...maybe somewhere the development team should post "typical behaviors created by various settings" (if "typical behaviors" exist) so that people have a better idea of what their instructions in the Editor actually mean to the game in terms of what the computer-run sides will do.

Anyway, I hope all this helps.

Mark

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Post #: 114
RE: Build Roll - mirror - 11/27/2013 2:15:56 PM   
El Savior

 

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Nice list of fixed things. Manual dipping sonar will be useful. Thanks!

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Post #: 115
RE: Build Roll - mirror - 11/27/2013 2:42:19 PM   
GBS

 

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So many changes and improvements since 460. When will we have a chance to get our hands on, at least,467?

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Post #: 116
RE: Build Roll - mirror - 11/27/2013 2:47:26 PM   
thewood1

 

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I am not needling you. I am trying to understand. I wasted a lot of time working on scenarios I thought I had screwed up. I never in a million years would have thought that a ship is on hold fire against surface threats unless in a specific mission. I don't want to waste any more time building scenarios if I can't expect a ship to engage any hostile ship it encounters without it being preset in the scenario. That is an incredibly limiting feature and one that still confounds me.

I have found nowhere that it was mentioned that you had to have a mission to engage in surface combat until it was brought up over a week ago. a huge issue like that should be spelled out clearly in any scenario design manual or tutorial. I do a lot of ASuW scenarios and it basically brought my use of the game to a halt.

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Post #: 117
RE: Build Roll - mirror - 11/27/2013 2:57:52 PM   
Sunburn


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quote:

ORIGINAL: GBS
So many changes and improvements since 460. When will we have a chance to get our hands on, at least,467?


Pretty soon.

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Post #: 118
RE: Build Roll - mirror - 11/27/2013 2:59:04 PM   
Sunburn


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quote:

ORIGINAL: thewood1

I am not needling you. I am trying to understand. I wasted a lot of time working on scenarios I thought I had screwed up. I never in a million years would have thought that a ship is on hold fire against surface threats unless in a specific mission. I don't want to waste any more time building scenarios if I can't expect a ship to engage any hostile ship it encounters without it being preset in the scenario. That is an incredibly limiting feature and one that still confounds me.

I have found nowhere that it was mentioned that you had to have a mission to engage in surface combat until it was brought up over a week ago. a huge issue like that should be spelled out clearly in any scenario design manual or tutorial. I do a lot of ASuW scenarios and it basically brought my use of the game to a halt.


We hear you, which is why we are working on it. You do realize why this needs to be per-case configurable rather than a global behavior, right?

"Why are my ships throwing LRASMs at every little Boghammer out there? I just want them to search for subs!"

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Post #: 119
RE: Build Roll - mirror - 11/27/2013 3:18:45 PM   
thewood1

 

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I played several naval warfare games and it has always seemed to me a "weapons tight" vs "weapons free" is a pretty simple solution.

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