Armoured effects

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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Rasputitsa
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Armoured effects

Post by Rasputitsa »

Doomtrader : While an update is being prepared can you look at the combat 'armored bonus' which doesn't seem to be working. Checking 1.05beta, 1.04 and 1.03 in the combat results, the armored bonus stays at 100% e.g. base level, all the other bonuses - directions/city/river/weather etc., seem to apply, with the figures going above and below 100%, as odds are raised, or reduced, but armored bonus never changes. Doesn't make any difference whether any of the defending units are armoured, or infantry, the 'armored bonus' for an armoured attacker stays at 100%.

I only noticed this when I wanted to apply a 'Tank Fright' mod, to simulate effects in the early war years, the readme explains.

Readme : During the early war period infantry units had little defence against tanks, their anti-tank rifles and guns were often useless (the German 37mm AT gun referred to as 'the door knocker'), causing 'tank fright' on both sides. The use of the 88mm anti-aircraft gun against tanks, effective as it became, was an indication of how ineffective other weapons were. With the introduction of the Bazooka, Panzerfaust, PanzerSchreck and more effective anti-tank guns (75mm and over) the effects of 'tank fright' were reduced, until tanks required infantry support to move. Therefore, there is a reduction of setting for no Panzer against Panzer, until the beginning of 1943, returning to stock setting progressively, each quarter, during that year.

From the scenario 'consts .ini' file :

[LandCombatAttackerModifiers]
NoPanzersVsPanzers = 0.9 ......... whatever goes in here doesn't seem to have any effect.
1DirectionAttack = 0.9
2DirectionAttack = 1.1
3DirectionAttack = 1.35
4DirectionAttack = 1.55
5DirectionAttack = 1.8
6DirectionAttack = 2
RiverPenalty = 0.75
PercentagePenaltyForEachFortLevel = 9
PercentageOverrunLossesForAttackers = 2
ArmoredCityModifier = 0.5

Or, am I missing something ?
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Rasputitsa
Posts: 2902
Joined: Sat Jun 30, 2001 8:00 am
Location: Bedfordshire UK
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RE: Armoured effects

Post by Rasputitsa »

Duplication in error. [&:]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
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