Search found 1927 matches
- Sun Feb 05, 2023 6:05 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
Having just drove my tanks over a minefield, I also think 3.4 is enough losses: a unit would realistically stop dead in its tracks before losing more than 33% of its combat strength in a minefield. Yep, while western tanks had usually adequate radio communication, eastern tanks usually lacked them ...
- Sun Feb 05, 2023 5:03 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
February 5th, 2023, v10 Fixed the submarines' battery-recharge DL in post#1 as always. That was a silly oversight of mine that the game still added the left-over charge to the base value. The subs always recharge now to their base value no matter if you let them resurface manually or when they are ...
- Wed Feb 01, 2023 5:29 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
I've made enough notes about my code changes, so no problem. There are tools to compare files, so it's even easier for game files as long as you make backups of each version. If you want to compare an old csv/txt with a new one, you can use this: https://text-compare.com It should still be enough fo...
- Thu Jan 26, 2023 4:32 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Allies Victorious] Remagen
- Replies: 5
- Views: 225
Re: [Allies Victorious] Remagen
The trigger checks for > 5 land-units that completes if you gather 6+ units on Turn Start there. I've rebuilt this trigger on my test map out of curiosity where it can complete fine enough. Counter.jpg If the counter number should rather show the required 6 then a condition check for = 6 land-units ...
- Thu Jan 26, 2023 1:18 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
I see this "Start Briefing" tooltip with the active button possibility on the looped animation in a very old game version, but the whole UI code was revamped someday, so it's not really possible to copy over some old data (if you actually know which one what is another story). This looks t...
- Wed Jan 25, 2023 3:01 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
Bru, the solution is possible within the TC_UnitCount class, but if you take a look at all of this yourself then you realize like me that it's best not to touch anything there. :lol: TC_UnitCount.jpg Like with so many other issues, I wouldn't even know where and what to start changing something. It'...
- Wed Jan 25, 2023 2:32 pm
- Forum: Order of Battle Bug Submissions
- Topic: DEVS, PLEASE CONSIDER: OoB v9.2.5 - Fixes & Tweaks
- Replies: 13
- Views: 462
Re: OoB v9.2.5 - Fixes & Tweaks
Tested the F & T-version in a current multiplayer game. The mp-server does not complain about edited files. Hoho, so much about cheat-security! I could possibly disable the Multiplayer-button, but as long as at least half of these fixes, excluding my changes, aren't officially patched, maybe so...
- Tue Jan 24, 2023 4:06 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
- Replies: 7
- Views: 791
Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
https://www.slitherine.com/forum/viewtopic.php?t=110862 I don't bite in my very rare topics, so why not asking such questions there? I'm still here for answering questions, but can't guarantee throughout the whole year. I prefer public questions & answers where everyone can learn something any d...
- Thu Jan 19, 2023 11:28 am
- Forum: Order of Battle Bug Submissions
- Topic: [Gameplay Bug][Mines reveal concealed units][1.0.0+]
- Replies: 10
- Views: 1120
Re: [Gameplay Bug][Mines reveal concealed units][1.0.0+]
The word "enemy" is missing in front of these sentences to make it clear.
Otherwise, enemy faction mines prevent upgrading units and also prevent flanking, like regular enemy units.
Otherwise, enemy faction mines prevent upgrading units and also prevent flanking, like regular enemy units.
- Tue Jan 17, 2023 4:59 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Cheat][Campaign Scenarios][Reveal Mines for AI triggers][Info]
- Replies: 13
- Views: 452
Re: [Mapper Bug][Campaign Scenarios][Reveal Mines for AI triggers][Serious!]
It's okay now, I revealed this as cheat now.
I'm going to rename the topic and let's be done with it.
I'd still like to keep this floating around as information reminder.
I don't think you really want this topic to be moved to the main forum either.
I'm going to rename the topic and let's be done with it.
I'd still like to keep this floating around as information reminder.
I don't think you really want this topic to be moved to the main forum either.
- Tue Jan 17, 2023 4:44 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Cheat][Campaign Scenarios][Reveal Mines for AI triggers][Info]
- Replies: 13
- Views: 452
Re: [Mapper Bug][Campaign Scenarios][Reveal Mines for AI triggers][Serious!]
Next time add a sticker to your DLC advertisements: Warning: AI is heavily cheating due inability of the game developers! Buy at your own risk! This is not about a particular scenario. All three Soviet campaigns are pestered with that cheating! I don't want to know how often this was done in other c...
- Tue Jan 17, 2023 2:52 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Gameplay Bug] [US Pacific, Pearl, spawn error ] [v9.0.0]
- Replies: 6
- Views: 662
Re: [Gameplay Bug] [US Pacific, Pearl, spawn error ] [v9.0.0]
I'm afraid this issue is becoming an X-file. Spawn-Bug.gif While I could reproduce this on the Pearl and my tiny test map, I couldn't on my other regular test map. I've removed all land units below just to be sure. While the plane can spawn anywhere on a free hex on my regular test map, it can't any...
- Tue Jan 17, 2023 1:59 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: OoB v9.2.5 - Fixes & Tweaks
- Replies: 46
- Views: 2825
Re: OoB v9.2.5 - Fixes & Tweaks
January 17th, 2023, v9 Reverted all changes related to switch-abilities except the Up-Armour one and the AI behaviors It's quite hopeless with the aircraft switch abilities, as you could repair, switch and take-off right away again. You normally only saw this exploit in vanilla with naval tac bombe...
- Sun Jan 15, 2023 8:27 pm
- Forum: Order of Battle Series
- Topic: WINTER UPDATE ?
- Replies: 24
- Views: 2021
Re: WINTER UPDATE ?
Good idea with the transports ordering, also I have also created a couple of transports based on recon units, which can easily be mixed up. Your sheet looks much better than vanilla, which I have finally taken a look at. :oops: You could also still look around if there aren't more Brit units the Com...
- Sun Jan 15, 2023 6:12 pm
- Forum: Order of Battle Series
- Topic: WINTER UPDATE ?
- Replies: 24
- Views: 2021
Re: WINTER UPDATE ?
As next step, you could better sort these newzealand, south_africa, some German, and other allied units that were thrown lazily at the bottom of the csv file with the latest Allied DLCs. Someone was fed up of the game, as it seems. The order in the csv is also the order you see in the purchase scree...
- Sat Jan 14, 2023 4:55 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Gameplay Bug] [US Pacific, Pearl, spawn error ] [v9.0.0]
- Replies: 6
- Views: 662
Re: [Gameplay Bug] [US Pacific, Pearl, spawn error ] [v9.0.0]
No idea, but I can't get this reproduced. I ran the scenario from the editor. It's my modified one, but I'm pretty sure I have absolutely not touched these triggers. I set all AITasks to Idle and placed a jap recon plane above each of these three airfields for a test. These allied planes seem to spa...
- Sat Jan 14, 2023 4:42 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Cheat][Campaign Scenarios][Reveal Mines for AI triggers][Info]
- Replies: 13
- Views: 452
Re: [Mapper Bug][Campaign Scenarios][Reveal Mines for AI triggers][Serious!]
I don't see anything wrong about the plane triggers.
I have also definitely gotten this Volkssturm event when I played this scenario lately. I remember the picture well.
I have also definitely gotten this Volkssturm event when I played this scenario lately. I remember the picture well.
- Sat Jan 14, 2023 4:28 pm
- Forum: Order of Battle Bug Submissions
- Topic: Allies Victorious/Bulge missing event text
- Replies: 27
- Views: 1104
Re: Allies Victorious/Bulge missing event text
I ran the Buldge scenario with my fix from the editor without deploying any units. The jeep crashed right into an occupied settlement during turn 1, but not sure if this is possible in vanilla mode. The event popped up when the player finally could make its turn after some minutes of boredom. Geezus...
- Sat Jan 14, 2023 4:02 pm
- Forum: Order of Battle Bug Submissions
- Topic: [Cheat][Campaign Scenarios][Reveal Mines for AI triggers][Info]
- Replies: 13
- Views: 452
Re: [Mapper Bug][Campaign Scenarios][Reveal Mines for AI triggers][Serious!]
If you like to see the ultimate confusion here in the Red Storm Berlin scenario: So the Rail bridges trigger handles the mine revealing once at scenario start. Hooray, it's correct (by mistake)! And the infinite Ger reveal trigger lets all the bridges on the map blow up every turn. Someone must have...
- Sat Jan 14, 2023 3:46 pm
- Forum: Order of Battle Bug Submissions
- Topic: Allies Victorious/Bulge missing event text
- Replies: 27
- Views: 1104
Re: Allies Victorious/Bulge missing event text
Removing the Check Turn condition and changing the Trigger Event from Turn Start to Move Event should work better for such visibility conditions. It's always possible that the player can detect and annihilate such weak unit within the same turn before a new turn starts to trigger such event. Decepti...