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September 16th, 2005, 08:30 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Engineers laying mines
Quote:
PlasmaKrab said:
!!!Warning!!!
From my own experience, range=O implies game crash. Test it if you want, I may have had other issues when I tested that, but as soon as I fired a range=0 weapon, it all went fuzzy and back to desktop.
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Plasma.....I need you to test something for me ASAP
Load the game and set the date to anytime in 1951 with anyone as player two but set player one to either NVA or VC.
It may be easier to either build a test scenario or a very small game on a 20x20 map. Buy VC "Sc Assaut Suici" and make sure you buy the ones that have the "bombe" as the last weapon. Then buy NVA "allies" and this time buy an "Assault Sec" that uses the "Assualt Squad" with the "bomb" as the last weapon
Both of those are the only two units in the OOB's that use a range zero weapon. I ran one test and there was no crashing on my machine. I need you to test if they cause a problem on yours
Don
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September 16th, 2005, 10:04 PM
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Corporal
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Join Date: Sep 2005
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Re: Engineers laying mines
I've tried both these units {VC & NVA)whilst musing over "terrorist" type scenarios to try to create suicide bombers.
At range = 0 both work but if under manual control vs a soft target you 'W' select weapon and type '4' (for the bomb/bombe) they fire their PPSh 41s then the LMG: ie Weapons 1 & 2. Thought this was a "only use the weapon as last resort" sequence coded in there!, as they very rarely use it under normal 'fire' command.
If you switch off weapons 1,2 and 3 then they do use the bomb(e).
Against armour they happily use the AP flavour of bomb(e) as its the best AP they've got.
Range = 0 seems to work, but the units are usually destroyed/routed/surrendered by AI fire getting to point blank. As the bomb(e) doesn't damage them (but is very nasty to the opponent)I thought the 'suicide' name related to closing with the enemy. Set up on turn 1 to occupy the same hex as an enemy unit they work, but this seems pointless under player control. Considered them for a "blow the gates" opening to a scenario.
Never tried them under AI control (which is what I wanted) as the oddities above made me think they wouldn't detonate.
Weeble
__________________
"Ki te mutunga" - "Through to the end".
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September 17th, 2005, 01:49 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Engineers laying mines
What I'm concerned about is he reported game crashes when trying range zero experiemnts, I know how they work. I want to know if he tries them is his system stable. Mine is, obviously yours is too but is Plasmas? If no, I need to fix this before the patch goes out and right now that's just about the last thing holding it up
Don
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September 18th, 2005, 01:13 AM
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Corporal
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Join Date: Jun 2005
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Re: Engineers laying mines
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September 19th, 2005, 08:17 AM
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Captain
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Join Date: Jun 2005
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Re: Engineers laying mines
Wow, sorry to have to tell you this Don, but right now I don't have the game running and cannot have. I'm far from home and my computer for some more months, typing this on a corporate network workstation on which I can barely run the editing tools.
The crash I was reporting occured some time ago already, IIRC it was even on DOS-SPMBT, so maybe no concern anymore?
Anyway the problem may have been linked to rthe fact that the weapon I had put to range=0 was one of those "illegal" NLWs some of which came up (I was actually testing and adapting Listy's OOB), finding that 50m-range truncheons were quite ambitious.
So as you said about in a post about non-lethal weapons, the HEK=0 may be the cause to it. Sadly I cannot run the tests ATM.
As you may have guessed I didn't ever come across the weapons you mentionned, so as other NLWs were tested to work correctly I thought that was linked to the range. Lack of method from my part.
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