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October 9th, 2018, 12:31 PM
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Corporal
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Join Date: May 2011
Location: CA, USA
Posts: 130
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Thanked 68 Times in 40 Posts
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Re: Feature requests for 2019
Just an observation, why not just increase the artillery effectiveness in the preferences? That would seem to be the solution right? I play at 100% but for some people it can be different.
It says in the manual...
This game cannot be all things to all people. There are far too many differing opinions on what is 'realistic' and what makes a fun playable game. Satisfying one segment of gamers is sure to alienate another. Also, please define 'realistic', that is one of those 'how long is a piece of string' debates. To some folk, realism is micro details of millimetres of armour and exact slope angles, or how much extra water an Italian division needs to boil pasta (as factored in one actual cardboard wargame!), or the exact model of bolt action rifle carried. Generally, those who worry about micro details like armour angles and exact thickness in millimetres tend to be from the civilian 'armchair general' side of the fence. Those with real military experience tend to define realism in terms of command and control, and how much intelligence is given away for free, 'fog of war' factors. Military-experienced folk worry less about exact rifle type, and more about morale, training and leadership of their men. Armchair types worry about exact TO&E charts, and declare a game 'unrealistic' if the supplied formation is not to the exact field regs, and not at 100% strength. Military folk would be amazed to find a unit anywhere near 'paper' strength, and with all its vehicles present on the battlefield as 'runners' rather than being in the repair shop, broken down in a ditch on the approach march, or just plain lost or skiving!
During playtesting we encountered this on more than one occasion where some would say a game feature was too little, some would say too much and some would say it's just right. (We knew we had finally reached middle ground when 'angels on pin heads' type debates started).
When SSI originally released Steel Panthers 2 they included a Preferences Screen to allow the end user the ability to modify various elements of the game to suit individual tastes and abilities. We have noticed from our e-mails that many people quite simply do not understand the functions of this screen or how it can change the game to suit your particular style of play, or even that it exists, in some cases. We have had a multitude of "suggestions" ( or in a couple of cases "bug" reports!) for code changes that can actually be made simply by adjusting a control in Player preferences.
We have made the preferences screen available from more points in the game now, this is both because it can be handy to turn some things, for example- individual unit ID tags, on or off, but also, some end users may just notice the new buttons :-> !
Reality settings are your call, not another person's. Tweak these settings until you get the game performing the way you like it, should you find the default settings unrealistic, or too easy or too hard. Of course, in a PBEM game, you may find you may need to discuss these matters with your prospective opponent!
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October 9th, 2018, 08:32 PM
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Second Lieutenant
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Join Date: May 2012
Location: Philippines
Posts: 507
Thanks: 433
Thanked 151 Times in 105 Posts
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Re: Feature requests for 2019
Quote:
Originally Posted by Felix Nephthys
Just an observation, why not just increase the artillery effectiveness in the preferences? That would seem to be the solution right? I play at 100% but for some people it can be different.
It says in the manual...
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Arty is fine against troops NOT dug-in IMHO so wouldn't want to upset the balance otherwise. The advice given by yourself and others is sound; the game cannot be all things to all people and there are ways to use arty below 155mm effectively to suppress, possibly rout dug-in units.
No doubt I'm being persnickity but my particular objection is to a mere 3 millimeters of difference which excludes the Russian 152mm from that caliber of arty which CAN cause casualties in this situation. As zovs66 notes, "when I can afford 155, they are devastating to the Germans, its almost like cheating when I hit a dug-in area for 3-8 turns and then walk up and kill off the rest." So if 155mm is devastating, 152mm is not?
At any rate the game is great the way it is, wouldn't want to mess it up with incessant fiddling over personal pet peeves. Thanks for your kind consideration folks and have a great day. Cheers!
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October 12th, 2018, 06:03 AM
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First Lieutenant
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Join Date: Aug 2005
Location: Pila, North west Poland
Posts: 640
Thanks: 382
Thanked 241 Times in 166 Posts
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Re: Feature requests for 2019
Important future ability in scenarios
Weather effect’s
That is possible now of course by manipulation of visibility during scenario creation but will be great to have button in editor with some prepared weather configurations now we need table. Something like rain, sunny day, night with fog etc. During play of the game will be great to have small part of panel showing what type of weather we have as a graphics or as text for example: rainy day short visibility 30hex or as a sound played on the beginning of every turn. The best will be to have dynamics weather effects like scenario designer can for example prepared rain after turn 12 until turn 30 that will be a game changer in some scenarios. Of course that last will be not trivial task to coding but will made game more interesting and challenging if will be used.
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October 12th, 2018, 06:16 AM
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BANNED USER
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Join Date: Mar 2016
Posts: 183
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Thanked 21 Times in 16 Posts
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Re: Feature requests for 2019
Well I would really enjoy a slider in preferences to adjust artillery suppression I think casualties is about right at 100.
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October 12th, 2018, 06:32 AM
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Corporal
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Join Date: Nov 2015
Location: Sweden
Posts: 75
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Thanked 13 Times in 11 Posts
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Re: Feature requests for 2019
I have a feeling that unspotted AI units are completely unaffected by artillery fire. I have several times put a barrage in an area, and when I reach it the next turn with my troops, I spot enemy infantry in ready status. Is it my imagination or could it be a bug?
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October 12th, 2018, 07:13 AM
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Second Lieutenant
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Join Date: May 2012
Location: Philippines
Posts: 507
Thanks: 433
Thanked 151 Times in 105 Posts
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Re: Feature requests for 2019
Quote:
Originally Posted by PantherCub
I have a feeling that unspotted AI units are completely unaffected by artillery fire. I have several times put a barrage in an area, and when I reach it the next turn with my troops, I spot enemy infantry in ready status. Is it my imagination or could it be a bug?
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No bug. Countless times I've bombarded certain hexes "blind" just ahead of forward infantry ("beaters). Most of the time, if my infantry haven't been too suppressed by their own barrage, they advance to find mostly suppressed enemy units. This generally occurs with a rolling barrage along a specific frontage. The arty is plotted about every 100 meters about 150-200 meters ahead of the forward infantry along the front. (That's with medium mortars; 81/82mm. Heavier stuff is targeted further ahead.)
Of course there's always the chance that an unspotted plot will miss its intended destination, in which case there's a fair chance the enemy will still be OK. Stuff happens. Hope this helps.
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