.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > TO&Es
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old August 14th, 2009, 02:55 PM
Epoletov___SPR's Avatar

Epoletov___SPR Epoletov___SPR is offline
Corporal
 
Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
Thanks: 6
Thanked 5 Times in 5 Posts
Epoletov___SPR is on a distinguished road
Default Detection SPATGM.

Before flight of a rocket from SPATGM (example "Striker") that place often shows where it is.
Even if SPATGM unit it is not found out, all hex precisely is underlined (on it the cursor).

Probably to correct it ?
Reply With Quote
  #2  
Old August 14th, 2009, 04:40 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Detection SPATGM.

I think its to show roughly where it came from as would get a rough idea from smoke generated which often appears if shoots twice, depending on the level of zoom you can miss it. If you adjust the speed units are shown (graphics delay setting I think cant remember) to as fast as can see whats going on you get a quick glimpse so its hard to place it unless its sitting in an obvious terrain feature. Playing with hex grid off helps in roughly equal proportions, I have little idea where it came from just the direction, a rough idea or know where it is within a hex or to. If it fires again even without generating smoke I can normaly get a good fix on its position so it should move.
Adjusting the graphics settings speeds up play & replays & is dependant on your computers speed so you should adjust to a sensible level. Top end in fact probably most new ones need it slowing down or units leap across the map.

Your Campaign looks good.

Last edited by Imp; August 14th, 2009 at 04:50 PM..
Reply With Quote
  #3  
Old August 14th, 2009, 06:36 PM
Epoletov___SPR's Avatar

Epoletov___SPR Epoletov___SPR is offline
Corporal
 
Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
Thanks: 6
Thanked 5 Times in 5 Posts
Epoletov___SPR is on a distinguished road
Default Re: Detection SPATGM.

I can accelerate display of shots, but it not the decision of a problem. Will have to do " home rule ", that is inconvenient.

It is a defect, I in 50 % SPATGM of shots of the opponent see whence rockets fly. The cursor obligingly specifies that place.

================================================== =============

Campaign quickly enough moves ahead, as battles = 12 turn. Such fight easily quickly to finish.

Rules compact and simple.

For NATO all is very dramatic, but the USSR also worries. Much depends on plans of commanders-in-chief, it is a lot of variants for actions.

For example, American tank Co has caught up Soviet recon unit (BRDM-2.) Scouts have caused numerous aviation support (4 turn - 4 M1 Abrams lost) and now Americans would be glad to escape.
Reply With Quote
  #4  
Old August 15th, 2009, 03:46 AM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,973
Thanks: 473
Thanked 1,916 Times in 1,245 Posts
Mobhack is on a distinguished road
Default Re: Detection SPATGM.

Quote:
Originally Posted by Epoletov___SPR View Post
Before flight of a rocket from SPATGM (example "Striker") that place often shows where it is.
Even if SPATGM unit it is not found out, all hex precisely is underlined (on it the cursor).

Probably to correct it ?
No - this is the basic Steel Panthers game engine code. The hex of the firer is shown as part of the graphics sequence to animate the shot sprite travel across the map.

Same as the fact that the message code is displayed to both users, so you get the full info on the firer (e.g "tiger") and what type of gun is fired (88, say) and what firing range even if the firer is hidden to you.

It has been that way since 1996 or whatever, and will always remain so. It would require a completely new game engine redesigned from the ground up to get rid of the foibles of the old DOS engine.

Andy
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:45 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.