View Full Version : turn 0 replay
istol
June 4th, 2009, 05:51 PM
there is a terrible thing in winspmbt
player 1 can see what happens in turn 0 (artillery air strikes etc) but palyer 2 can not see that in replay
i really hope someone could fix this in next patch because that gives player 1 enormous tactical advantage
and it's quite stupid that the game leaves you in total blank when player 2 what happened
if this can be fixed somehow please let me know
Imp
June 4th, 2009, 06:07 PM
Seeing it does not realy make a lot of difrence with prebombard guess, any destroyed vehicles will be there & you will have no idea if hit troops by watching the replay.
For player 2 using planes so replay might show some ground forces them set them to 1 not 0 & as they went at the end of his first turn you will get the replay.
Besides considering its main use is by the attacker he is normally player 1 anyway
istol
June 4th, 2009, 07:23 PM
it does mak a lot of difference to me at least
like i could know the power of opponents it and where are they shooting
it really does make a difference to watch a replay
try playing a game without wathing and u know (in earliest versions there was not a replay button at all if i remember correct and i really think this game would be better if player 2 could see the turn 0 also)
there could also be a paradrop you dont see in turn 0 and then lets say in turn 5-10 in your point of view there are teleporting troops inside your deploy
"For player 2 using planes so replay might show some ground forces them set them to 1 not 0 & as they went at the end of his first turn you will get the replay" thanks for the tip
Wdll
June 4th, 2009, 08:01 PM
Well, you can put a rule before you start with the other player that there will be no attacks on round 0. Luckily enough the opponents I play against/with, have this silent understanding on this.
Imp
June 5th, 2009, 05:33 AM
I actually play meetings sometimes like follows.
No Gold spots allowed Pre designated Fire Hex
No ammo dumps
No Arty may be called till the other side is spotted or you recieve fire.
Also on occasion only units allowed to move first turn are your scout party an agreed no of outrunners by both players.
Helos are a problem have to agree they stay hidden till enemy is encoutered or the hunt for your enemy is easy.
Mobhack
June 5th, 2009, 01:13 PM
there is a terrible thing in winspmbt
player 1 can see what happens in turn 0 (artillery air strikes etc) but palyer 2 can not see that in replay
i really hope someone could fix this in next patch because that gives player 1 enormous tactical advantage
and it's quite stupid that the game leaves you in total blank when player 2 what happened
if this can be fixed somehow please let me know
No - it cannot be fixed, and that has been explained several times.
The replay is based on the last player's turn, but SSI "folded" both player 1 and 2 arty into the pre-game turn 0. The replay messaging system cannot handle that.
As others have mentioned - if it bothers you that much, agree to have no turn 0 bombardment. Or, use the delay button to plan it for turn No 1.
Andy
c_of_red
June 5th, 2009, 03:49 PM
Basic logic says you cannot replay what hasn't happened. I actually like using the + key to set the first bombardment to turn 1 or 2. IIRC, the Units start the game in cover, which means a turn 0 bombardment won't be as effective. If you count hexes from the start line and get luckym, your turn 1 or 2 bombardment will catch units moving, which produces more casualties or a higher suppression number.
Another thing you can do is count and see how far you can get an FO and then set the bombardment to hit within that Fo's LOD the turn after the Fo can spot it. That means if you guess right, you can shift fires and really put the wood to them. Much better then 'shootin and prayin'.
Sometimes I will fire on a crossroads in the rear on turn 1. Not that it does much good, but because it was a historical use of arty by the Allies and the Soviets. Germans seldom had enough ammo to send rounds off in the blue like that.
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