Search found 1573 matches

by Horst
Wed Jun 19, 2019 6:44 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Khalkhin Gol Units
Replies: 4
Views: 36

Re: Khalkhin Gol Units

15 minutes per turn AI processing alert! :P If you plan to do this battle on a too huge map like 120x120 then it will most likely only enjoyable for people with the fastest rigs. I would definitely cut the number of tanks down to half, otherwise the supporting units seem too irrelevant, like the sin...
by Horst
Wed Jun 19, 2019 6:33 pm
Forum: Order of Battle Bug Submissions
Topic: [Gameplay][Ineffective Fighter Cover][New]
Replies: 7
Views: 107

Re: [Gameplay][Ineffective Fighter Cover][New]

This is about fighters giving some degree of damage reduction on defended units. Imagine Panzerkeil for fighters or playing Panzer Corps with initiative values that the escorts do some losses on the attackers first before the rest-strength can do damage on the defended unit. Instead of a complicated...
by Horst
Wed Jun 19, 2019 4:04 pm
Forum: Order of Battle Series
Topic: Submarine Warfare
Replies: 22
Views: 545

Re: Submarine Warfare

bru888 wrote:
Wed Jun 19, 2019 12:57 pm
So, do you know if there is a torpedo_attack bonus as well?
Check this new info-topic: http://www.slitherine.com/forum/viewtop ... 74&t=92311
by Horst
Wed Jun 19, 2019 4:03 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Commander Bonus Variables (7.1.8)
Replies: 2
Views: 51

Commander Bonus Variables (7.1.8)

Commander Bonus Variables (7.1.8) vehicle_attack infantry_attack air_small_attack air_large_attack naval_small_attack naval_large_attack submarine_attack (vs. submerged submarines) vehicle_defense infantry_defense naval_defense air_defense submarine_defense (vs. torpedo) bombard_defense (vs. land-a...
by Horst
Wed Jun 19, 2019 10:31 am
Forum: Order of Battle Series
Topic: Submarine Warfare
Replies: 22
Views: 545

Re: Submarine Warfare

I don’t get it either why there is a torpedo-defense bonus ( submarine_defense ) for commanders but no bonus for torpedo-attacks (naval/air). Submarine_attack is the depth-charge attack bonus. It won’t help against surfaced subs. The naval_defense bonus also helps versus depth-charges… not that some...
by Horst
Tue Jun 18, 2019 9:31 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Khalkhin Gol
Replies: 3
Views: 77

Re: Khalkhin Gol

Defensive scenarios are always boring if you have superior forces. That’s what makes playing the Finns or Chinese interesting with their lack of own equipment.
I have read some words about this battle, but I have no idea about authentic maps to picture this battle in detail.
by Horst
Tue Jun 18, 2019 9:27 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Panzerkrieg, improvement suggestions
Replies: 12
Views: 231

Re: Panzerkrieg, improvement suggestions

Some OOB scenarios are truly too complex that someone gets lost in all the triggers. I remember that half of the Panzer Corps scenarios had no script at all but only general AI unit behaviors. Maybe OOB should do the same to double the sales? :P I think I'm going to replace this "Destroy 6 Soviet ai...
by Horst
Tue Jun 18, 2019 6:18 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Panzerkrieg, improvement suggestions
Replies: 12
Views: 231

Re: Panzerkrieg, improvement suggestions

That should hopefully work:
Removed the NW-objective and added the campaign variable check to complete the primary.
It's a pity that the game does only support AND and not also OR operators as conditions.
07_Caucasus.jpg
07_Caucasus.jpg (369.56 KiB) Viewed 95 times
by Horst
Tue Jun 18, 2019 6:01 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Aircraft Test
Replies: 5
Views: 124

Re: AI Aircraft Test

Exit Hex for Aircraft AI planes should seek out the closest exit on the map for reason of out of fuel or damage or a possible Return to Base behavior. It unfortunately happens that planes pick the same exit or maybe block each others flight path sometimes, so it’s advised to put a couple next to ea...
by Horst
Tue Jun 18, 2019 5:58 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Khalkhin Gol
Replies: 3
Views: 77

Re: Khalkhin Gol

As long as you don't have to fight 450 Soviet tank units, I'm all in for a Japanese challenge. 3-4 tank units per tank regiment should be enough scale. I also prefer 2 inf and 1 heavy-inf unit per infantry regiment. If there are too many divisions involved, I just leave some away - what is maybe als...
by Horst
Tue Jun 18, 2019 5:46 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Panzerkrieg, improvement suggestions
Replies: 12
Views: 231

Re: Panzerkrieg, improvement suggestions

It's complicated with this lingering night-witches hunting over more than one scenario. Either this particular objective is ignored from Early Victory, or you have to create two EV-triggers with different NW campaign variable settings. I try the second method but won' t test it in a long while. I'm ...
by Horst
Mon Jun 17, 2019 12:44 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Current Bugs - Version 7.1.8
Replies: 39
Views: 947

Re: Current Bugs - Version 7.1.8

I had no retreat-issues during Sandstorm, but in the first Winter War mission the same mess happened to me too when one of my inf units tried to retreat. The unit could have retreated even along a road, but this retreat-mechanic is still somewhat directional from where the last attack came. Normally...
by Horst
Sun Jun 16, 2019 5:22 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: OoB Soviet Corps
Replies: 86
Views: 14124

Re: OoB Soviet Corps

With a couple of new Soviet units and some specs more or less working, maybe it's time to wake up the bear? :twisted:
by Horst
Sun Jun 16, 2019 4:01 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Aircraft Test
Replies: 5
Views: 124

Re: AI Aircraft Test

AI aircraft return to base for repair As occasionally observed while playing, AI aircraft have the pitiful behaviour to land on airfields with enemy land units nearby. Boom! This happens due following reason: If you don’t use the Set Base feature on any air-related behaviour type, each AI aircraft ...
by Horst
Sun Jun 16, 2019 11:34 am
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Aircraft Test
Replies: 5
Views: 124

Re: AI Aircraft Test

Can the AI detect enemy units in the fog? Air Seek & Destroy, radius 999 On scenario start, my recon plane is 10 hexes away from an allied AI spotter. The AI fighter immediately flies to my position on the first turn. However, on the second turn, it returns to base. If my recon plane ever flew in s...
by Horst
Sat Jun 15, 2019 12:03 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Aircraft Test
Replies: 5
Views: 124

AI Aircraft Test

This is not a complete AI aircraft test yet, but already worth mentioning ahead: While modifying the Leyte scenario of the US Pacific campaign, I’ve noticed how horribly slow the first AI turn processing became. I let the scenario start with 6 AI aircraft in the air who shared the same Air Seek & De...
by Horst
Sat Jun 15, 2019 11:25 am
Forum: Order of Battle Bug Submissions
Topic: [Feedback][Editor/Game: Exit Points][7.1.8]
Replies: 3
Views: 62

Re: [Feedback][Editor/Game: Exit Points][7.1.8]

There is already graphic for the deployment hexes, although these aren't visible while playing. Maybe these can be simply merged together with the exit/redeployment-animation.
OOB-Exits.jpg
OOB-Exits.jpg (347.25 KiB) Viewed 28 times
by Horst
Sat Jun 15, 2019 11:21 am
Forum: Order of Battle Bug Submissions
Topic: Re: [Feedback][Editor: Deploy Hex][7.1.8]
Replies: 0
Views: 16

Re: [Feedback][Editor: Deploy Hex][7.1.8]

It's a similar problem like with the Exit points. After you edit their stats and place them, you can't check on their stats afterwards. If you load the scenario later, there is no way to check on how long or when certain deployment zones are available. It's needed to select each hex and check on the...
by Horst
Sat Jun 15, 2019 11:04 am
Forum: Order of Battle : World War II - Scenario Design
Topic: The "Gabe-Mod" (v7.1.6)
Replies: 352
Views: 24579

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

Road/Rail-support was unfortuntely not in the mind of the game designer/coder when he created the hospitable terrain trait. I guess he just kicked it out of the game due prevent unnecessary AI accidents and possibly for the reason of easier unit-detection if the player is usually in the offensive. I...
by Horst
Sat Jun 15, 2019 10:54 am
Forum: Order of Battle Series
Topic: Does the AI use LoS?
Replies: 4
Views: 135

Re: Does the AI use LoS?

You can study some basic instructions for AI ground unit orders here: http://www.slitherine.com/forum/viewtopic.php?f=374&t=91926 There is some kind of detection for ground units sometimes, but not exactly the positions in land combat. The AI is also easy attracted to flags and supply points if thes...

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