Search found 1473 matches

by Horst
Mon May 20, 2019 9:51 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Local Defense 0 > Static Defense?
Replies: 6
Views: 56

Re: Local Defense 0 > Static Defense?

Local Defense seems to support these special capture/cut-off exception-behaviors what Static Defense doesn't. Local Defense (radius) 1+ allows the AI unit to do a 1+hex move for attacks of favourable circumstances. This is possibly not desired if you rather want a defensive line intact most of the ...
by Horst
Mon May 20, 2019 9:15 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Local Defense 0 > Static Defense?
Replies: 6
Views: 56

Re: Local Defense 0 > Static Defense?

I remember that explanation. Defend Hex shouldn't matter here, but rather if Local Defense 0 can replace Static Defense , as local seems superior compared to the rather useless static shoot-me-up defense. I've done quite some tests, so I recommend designers to try it out as well. Simply change your ...
by Horst
Mon May 20, 2019 8:07 pm
Forum: Order of Battle Bug Submissions
Topic: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]
Replies: 7
Views: 82

Re: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]

Okay, so during deployment phase, I couldn't place these forgotten aux planes, but when starting the first turn I could place them into my core carrier including the air-cp substraction. Yeah, it's indeed strange. The only way to semi-fix it is to properly remove these aux planes too if the carrier ...
by Horst
Mon May 20, 2019 7:29 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Local Defense 0 > Static Defense?
Replies: 6
Views: 56

Local Defense 0 > Static Defense?

While watching another AI dumbness again, I wonder why not using Local Defense 0 instead of Static Defense by default. I did a couple of tests then: With Static Defense , the AI units won't even recapture a 120-supply flag next to them and rather only attacks either in range or next to it if the com...
by Horst
Sun May 19, 2019 6:14 pm
Forum: Order of Battle Bug Submissions
Topic: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]
Replies: 7
Views: 82

Re: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]

I have added some CPs but it's only reduced by core units. I've also experimented a bit with the carrier but I have no idea how to reproduce this.
by Horst
Sun May 19, 2019 5:36 pm
Forum: Order of Battle Series
Topic: Catch-22 new TV series
Replies: 3
Views: 96

Re: Catch-22 new TV series

I'd prefer more flying than talking but let's see later.
by Horst
Sun May 19, 2019 5:30 pm
Forum: Order of Battle Bug Submissions
Topic: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]
Replies: 7
Views: 82

Re: [Gameplay Bug] [air CP wrong calculated with "free" aux units] [New]

Strange. According to my test in a single scenario, the aux plane is green-lit to be deployable, while the core one is not. It's also possible to exit the preplaced aux fighter via redeployment-exit and bring it back afterwards. There is no substraction of CPs if I deploy any aux fighter during depl...
by Horst
Sun May 19, 2019 5:12 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Forgotten Units Mod and stuff...
Replies: 325
Views: 20528

Re: Forgotten Units Mod and stuff...

Yep, the 20mm ShVAK named "TNSh" had the highest rate of fire of all 20mm guns with about 700 rds/min. That possibly sounds closer like a small machinegun.
by Horst
Sun May 19, 2019 4:58 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: The "Gabe-Mod" (v7.1.6)
Replies: 342
Views: 22689

Re: The "Gabe-Mod" (v7.1.6)

It's still awesome to watch a video today of an actual running KV-2 (even if I don't understand a single word of the guy)! https://www.youtube.com/watch?v=BE0vRkOaebw I wonder how many engine parts got replaced by modern ones to make it actual run. Too bad the gun firing is just a fluffy smoke-fake....
by Horst
Sun May 19, 2019 4:48 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: The "Gabe-Mod" (v7.1.6)
Replies: 342
Views: 22689

Re: The "Gabe-Mod" (v7.1.6)

The KV-2 was only called "artillery tank" because of its adoption of an artillery howitzer system. Otherwise, I'd still like to read some historical evidence when it was used in indirect-fire role. Whatever, it's a silly game after all so do what you like. :mrgreen: About Guadalcanal: I still vote a...
by Horst
Sun May 19, 2019 4:24 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Forgotten Units Mod and stuff...
Replies: 325
Views: 20528

Re: Forgotten Units Mod and stuff...

I looked through my "corrected" weaponEffects. The vanilla T-60 has rather the wrong effect, as it also has a 20mm cannon. It looks like a cheap copy & paste from the BT-7 tank without much thought. Okay, no idea without testing how many weapon nodes these models actually have. I must admit I also m...
by Horst
Sun May 19, 2019 11:02 am
Forum: Order of Battle : World War II - Tech Support
Topic: Blitzkrieg, improvement suggestions
Replies: 7
Views: 93

Re: Blitzkrieg, improvement suggestions

It's only the title AFAIKT.
by Horst
Sun May 19, 2019 10:23 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Forgotten Units Mod and stuff...
Replies: 325
Views: 20528

Re: Forgotten Units Mod and stuff...

There are more units using AT_20mm_Burst and missing coaxial MGs, like T-60, SdKfz.222/231/232, and AB41(rail).
The effect also sounds more like an MG 42 and not like a 20mm.
MG 42: https://youtu.be/uhOrY88MGbM?t=100
20mm: https://www.youtube.com/watch?v=h4vd__Z1eQw
by Horst
Sun May 19, 2019 9:55 am
Forum: Order of Battle : World War II - Tech Support
Topic: Blitzkrieg, improvement suggestions
Replies: 7
Views: 93

Re: Blitzkrieg, improvement suggestions

While you guys fix that, change it to Historical Event, please!
Special should be reserved for scenario-relevant events.
by Horst
Sat May 18, 2019 5:31 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: The "Gabe-Mod" (v7.1.6)
Replies: 342
Views: 22689

Re: The "Gabe-Mod" (v7.1.6)

That early victory in GuadalcanalUSA in Victory: Capture All Secondary VP sucks if you are still so eager to destroy all battleships. I usually reach the last VP with only few turns turns, while there is still more exciting naval combat going on. I recommend to remove the Henderson field objective s...
by Horst
Sat May 18, 2019 5:23 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Delayed deployment
Replies: 9
Views: 133

Re: Delayed deployment

Sorry, but I could never explain Trigger Timers better like Bru above with his picture show. It all depends what you like to accomplish with them. I got my own editor-demons to fight sometimes.
by Horst
Sat May 18, 2019 12:38 pm
Forum: Order of Battle Bug Submissions
Topic: [Trigger-Bug]["Change Hex Supply" Percentage/Value mix-up][Fresh]
Replies: 1
Views: 31

[Trigger-Bug]["Change Hex Supply" Percentage/Value mix-up][Fresh]

The Percentage and Value input fields of the trigger-condition Change Hex Supply are mixed up: Percentage checks for a value, while Value checks for a percentage. This can be quickly fixed in english_11.txt or other language _11.txt files: editor_supply_percentage = Value editor_supply_value = Perce...
by Horst
Sat May 18, 2019 10:09 am
Forum: Order of Battle Series
Topic: Next DLC?
Replies: 47
Views: 2779

Re: Next DLC?

Duplex wrote:
Sat May 18, 2019 4:28 am
Heh, I say this a lot, but I'm still here...waiting for that DLC where you can play as the Chinese lol...
Maybe they haven't read the news yet about China will have more PC players than the US citizen by 2023? Who knows, maybe there is actually a plan for a Chinese DLC in 2023 now. :wink:
by Horst
Fri May 17, 2019 6:09 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Turn Start issue
Replies: 4
Views: 76

Re: Turn Start issue

Oh yes, I forgot about these neutral ones besides the AI. Alright, thanks, I'll be careful with infinite Turn Start events then. Usually, you rather fire most triggers once, so you can forget about these alliance-specific check turn conditions.
by Horst
Fri May 17, 2019 5:03 pm
Forum: Order of Battle Series
Topic: Building core forces
Replies: 10
Views: 229

Re: Building core forces

In the campaign screen, you must click the round Army Core icon to popup the menu on the left. Above, you have to manually export your core force to be used in whatever follow-up campaign supports it. You don't necessarily have to play through a campaign to export a core, like shown in my US-Pacific...

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