|
|
|
|
|
March 31st, 2017, 10:27 PM
|
Private
|
|
Join Date: Sep 2010
Location: Orange County, CA
Posts: 37
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: We've Upgraded the Upgrades!
DRG,
I cannot access your link, it says I am not "privileged enough." Maybe I don't post frequently enough.
Since I could not open the link, I misunderstood the references to a different version number.
I now verified I have 11.01. Thanks.
Here is the exact message I get when trying to access the link:
"jeffreywilens, you do not have permission to access this page. This could be due to one of several reasons:
Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."
|
March 31st, 2017, 10:29 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: We've Upgraded the Upgrades!
OK...... it may be because I had to post the image on a playtesters forum to get the link to appear and only I have "permission" to do that....... I forget sometimes I can do many things regular posters cannot
|
April 1st, 2017, 08:25 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jun 2005
Posts: 1,378
Thanks: 101
Thanked 619 Times in 410 Posts
|
|
Re: We've Upgraded the Upgrades!
New CDROMs(!!!)
I know what I'll be ordering when I get the chance!
|
The Following User Says Thank You to MarkSheppard For This Useful Post:
|
|
April 15th, 2017, 11:19 AM
|
Private
|
|
Join Date: Nov 2008
Location: Virginia
Posts: 44
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: We've Upgraded the Upgrades!
Thanks for keeping this going guys.
|
April 15th, 2017, 11:25 AM
|
Private
|
|
Join Date: Nov 2008
Location: Virginia
Posts: 44
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: We've Upgraded the Upgrades!
If you are taking suggestion for a potential future update, here are some:
How about updating the pathfinding algorithm so that players get an option of what path to take on long transits. For example, high risk paths - vehicles may get stuck, medium risk - low risk of getting stuck, low risk - almost no chance of getting stuck? sort of like the google traffic lines on their mapping software.
How about a routine to let a vehicle move into a building for concealment and camoflage? Maybe some vehicles need an engineer type to prep the building, and other vehicles must expend a lot of movement points to move into a building. Moving out though I think should not take as long. Also, towed guns should be able to do this too (although I think this can be done during setup, not sure it can be done during play).
|
August 25th, 2018, 04:36 PM
|
Private
|
|
Join Date: Nov 2012
Location: Tampa, FL
Posts: 21
Thanks: 6
Thanked 1 Time in 1 Post
|
|
Re: We've Upgraded the Upgrades!
So why does the Boys AT rifle sounds like a semi-auto? Please correct. Thank you.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|