Search found 4136 matches

by Erik2
Wed May 06, 2015 9:06 am
Forum: Order of Battle Series
Topic: AI ..Some Tweaks
Replies: 8
Views: 1019

Re: AI ..Some Tweaks

Another question. Is the Japanese AI capable of creating MG nests?
This is one of my favourite Japanese defensive tactics.

Already got an answer to this, so much for double posting :roll:
And the answer was no.
by Erik2
Wed May 06, 2015 7:45 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Where are the mines?
Replies: 2
Views: 670

Re: Where are the mines?

If I remember correctly you have to select the white neutral faction first.
Mines do not discriminate between nations :wink:
by Erik2
Tue May 05, 2015 3:20 pm
Forum: Order of Battle Series
Topic: Modding News: Importing 3D Units & Mod Launcher
Replies: 11
Views: 2570

Re: Modding News: Importing 3D Units & Mod Launcher

I think the map limits are 120x120.
I have a template ready to make a map covering the whole of the Pacific :roll:
by Erik2
Tue May 05, 2015 3:09 pm
Forum: Order of Battle Series
Topic: Tank vs jungle
Replies: 2
Views: 576

Tank vs jungle

Tanks cannot attack an unit on a functional bridge located in a jungle hex.
Is this intended? They can move on dirt roads through jungle.
by Erik2
Tue May 05, 2015 1:57 pm
Forum: Order of Battle Series
Topic: Modding News: Importing 3D Units & Mod Launcher
Replies: 11
Views: 2570

Re: Modding News: Importing 3D Units & Mod Launcher

Will you be able to re-use units from BA in the next OOB-sequel?
That would certainly speed up the process.
by Erik2
Tue May 05, 2015 1:20 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Placing info on the main campaign screen
Replies: 1
Views: 717

Placing info on the main campaign screen

Hi Lukas.

Earlier you talked about a way to grab the coordinates for this info. Hit Ctrl/Alt or something when your mouse hovered over the location you wanted to put the info.
Is this implemented in the released game? Can't get it to work anyway.

Thanks
Erik
by Erik2
Tue May 05, 2015 1:16 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Japanese AI
Replies: 1
Views: 632

Japanese AI

Does the Japanese AI create MG nests? This is a very powerful defensive tactic.
If not, I'll have to add a number of the critters to help the defending AI.
by Erik2
Tue May 05, 2015 12:34 pm
Forum: Order of Battle Series
Topic: Explain air-to-air combat to me
Replies: 20
Views: 2865

Re: Explain air-to-air combat to me

There is some contradicting advice her. Normally you would keep you DDs in the outer ring protecting the heavies and the carriers. This was standard US procedure against naval attacks. So DDs near the carrier and heavies around this group is an entirely different placement. Personally, I was never a...
by Erik2
Tue May 05, 2015 12:09 pm
Forum: Order of Battle Series
Topic: Multyplayer plus AI
Replies: 4
Views: 474

Re: Multyplayer plus AI

mroyer wrote:How about this combo: 3x human vs. 1x AI?
Looks like the Alliance Tab in the editor doesn't allow for that.
Factions in the same alliance need to be adjacent in the setup.
by Erik2
Tue May 05, 2015 12:07 pm
Forum: Order of Battle Series
Topic: Patch On Route
Replies: 52
Views: 8398

Re: Patch On Route

You are either in supply or not, range doesn't matter
by Erik2
Tue May 05, 2015 10:17 am
Forum: Order of Battle Series
Topic: Hex Selection
Replies: 2
Views: 500

Re: Hex Selection

Great! Now we 'only' need to be able to name locations in the editor :wink:
by Erik2
Tue May 05, 2015 10:15 am
Forum: Order of Battle Series
Topic: Fantastic game - here's my first impressions
Replies: 84
Views: 9440

Re: Fantastic game - here's my first impressions

Qwer28 wrote:Kill ratio 7:1 for zero tell everithing i think.
Same exp level and strength for both units involved?
by Erik2
Tue May 05, 2015 10:13 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's Singleplayer scenarios
Replies: 152
Views: 25599

Re: Erik's Singleplayer scenarios

TomD27 wrote:Looks great I will test them soon.
Hope you'll do more.
My aim is to provide single player versions of most of my games. But it takes time to handle the AI correctly, and there are many ways to skin that cat.
by Erik2
Tue May 05, 2015 10:11 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Edit scenario-Adding carrier with planes?
Replies: 6
Views: 1151

Re: Edit scenario-Adding carrier with planes?

Select the air unit, Ctrl click on the carrier.
by Erik2
Mon May 04, 2015 7:06 pm
Forum: Order of Battle Series
Topic: Landing bug
Replies: 8
Views: 1204

Re: Landing bug

There was an incident were a Japanese airplane tried to land on an US carrier.
Too much sake.
by Erik2
Mon May 04, 2015 4:53 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Graphics Lag
Replies: 2
Views: 508

Re: Graphics Lag

Zip the file and then upload.
by Erik2
Mon May 04, 2015 4:27 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's Singleplayer scenarios
Replies: 152
Views: 25599

Iwo Jima

Iwo Jima, February 19th - March 26th 1945. The goal of Operation Detachment was to capture the two working airfields and an additional under construction to provide a staging area for attacks on the Japanese main islands. This battle comprised some of the fiercest and bloodiest fighting in the Pacif...
by Erik2
Mon May 04, 2015 4:26 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's Singleplayer scenarios
Replies: 152
Views: 25599

Betio Island

Betio Island, November 20th - November 23rd 1943 On November 20th 1943 the US 2nd Marine Division launched the first amphibious assault against a contested beach. The object was the tiny island of Betio in the Tarawa atoll held by elite troops of the Japanese Special Naval Landing Force. In one of t...
by Erik2
Mon May 04, 2015 4:25 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's Singleplayer scenarios
Replies: 152
Views: 25599

Erik's Singleplayer scenarios

Betio Island (1943 - free deploy) v7.0 Iwo Jima (1945 - free deploy) v7.0 Showdown in the Pacific (1924 - Allied AI) v2.1 Showdown in the Pacific (1924 -Japan AI) v1.1 Tarakan (1945) v1.0 Seelöwe (1940) v1.1 Denmark (1940) v2.3 Crete (1941) v1.0 Norway (1940) v2.1 Trondheim (1940) v1.1 Kota Bharu (...
by Erik2
Mon May 04, 2015 3:29 pm
Forum: Order of Battle Series
Topic: Multiplayer games end way too abruptly
Replies: 3
Views: 521

Re: Multiplayer games end way too abruptly

Agree, it would be nice to be able to review the battlefield with FOW turned off after the game is over.

I would also like a way to extend MP-games when both players agree (you can use a cheat code in single player for this).
Sometimes the battle is not over after the standard number of turns.

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