i got an idea ye need oil to buy tanks and stuff like planes and artilery (i think)
I also have a question!
Is there any medic unit to keep the cannon fodder alive?
This seems like a brilliant concept, though I have numerous questions;
Will additional types of infantry be featured, such as machine gunners, medics and snipers?
How will the Panama and Suez Canals be featured, if at all?
What about Canada and Australia, who will control them?
Also, as for the British in Africa, how will they reflect the addition of the Anglo-American Forces in Operation Torch, if at all?
(Will there be options to trigger static events like this?)
Will the Civil War in China be represented by a division?
I have numerous other questions, though I think I will hold back the majority for now.
Best regards,
- Tom.
Canada was controlled by teal(GB) in the earlier James' beta versions... but Fingolfin may change it anyways.
[URL="http://www.hiveworkshop.com/forums/map-development-202/ww2-world-flames-revised-173036/"][IMG]http://img180.imageshack.us/img180/8173/worldinflameslogo.png[/IMG][/URL]
Thank you for the timely responses. I have always had a strong interest in the Second World War, so this map will very much appeal to my tastes. I can only hope it comes out as good as it looks. ^^
-Best Regards,
Tom
Yeah, maybe. But this map really need anti-tank infantry.
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The PTRS-41 was produced and used by the Soviet Union during World War II. In the years between the World Wars, the Soviet Union began experimenting with different types of armour-piercing anti-tank cartridges. Finding the 12.7x108mm insufficient, they began development of what would become the 14.5x114mm armour piercing round. Famous Soviet weapons designers such as Vasily Degtyaryov and Sergei Gavrilovich Simonov designed rifles to accommodate this cartridge. In 1938, Simonov designed the PTRS-41, a magazine fed, anti-tank rifle.
The five round magazine was loaded into the receiver and held under pressure by a swing magazine underneath. On firing the last round, the bolt is held open, and the magazine release catch can only be operated when the bolt is locked back. The gas-operated PTRS has a tendency to jam when dirty, and the 14.5 mm cartridge produces significant residue, blocking the gas port. The 14.5 mm armour-piercing bullet has a muzzle velocity of 1012 m/s and good ballistics. It can penetrate an armour plate up to 40 mm thick at a distance of 100 meters.
Actually, the russians had PTRS-41.
Wikipedia:
To balance it, you could make it a little stronger, but cheap to produce.
Its better if AT guns have slow movementspeed, so AT infantry is, not as powerful as AT guns, but good movementspeed to keep pace with advances.
I also got another idea. Instead of "Food" for infantry, as someone suggested, have the same system, only that it goes down if they are cut off(This requires a good frontline system). This way, you could surround enemeis by cutting of their supply- and reinforcement routs. To just starve them out.
Another thing would to make them not have a regeneration. Then make a "Healing aura" around halftracks. Another way to cut off supplies.
What do you think?
//Zelzahim
Seems nice... although it was a kind of sniper lol.
So Fingolfin, how's the work with the map going?
I already do; tanks take damage differently depending on what direction the attacker is shooting from. If you fire from the side, you can even score a fatality by penetrating the enemy tanks munitions storage, effectively blowing it up instantly (or at least dealing massive damage).
And yes, is is pretty hard to detect if a unit is surrounded and in lack of escape routes; you'd have to do the test on each unit in the map, and at the same time test all units within whatever range and test their weapon range to see how large of an area they cover, then you have to take into account the terrain pathing, and you have to find some kind of way to... well, how do you define a "surround" in scripting anyways? How far away can the enemy stand and still block your path? How is warcraft supposed to understand that your units can't get out?
The whole concept is just silly, if it was me, i'd just storm them right away and blow them to pieces. Or if i was the owner of the surrounded soldiers, i'd just suicide rush them into the enemy, they are quite dispensable anyways.
What are the german artilleries?
Well, it's not because of performance that i am not likely to implement squad systems (i have already made a few fully working ones for earlier maps), but the fact that infantry dies in such a rapid pace that you are quite likely to end up with a whole bunch of leftover squads with about 1-2 units in each, and also, transporting squads would cause some troubles since you have to fit them all.
That's fixable. Make them able to reinforce when they have missing members. For example when a squad is near a barracks you click a 'reinforce' button, while you have it in your selection and a unit get trained by the barracks, which then comes out and joins your squad.