Neo 0 Report post Posted September 17, 2009 The problem with infantry is that they are partly responsable for the lag on multiplayer maps but also because their use in our mod is a bit weird. Infantry men are supposed to be protected by tanks, not the opposite when they are used as human shield to absorb the enemy fire before armor units . The following report on Russian antitank tactics on the Eastern Front shows how infantry was used on both sides and also how Germans did their scouting work before tank attacks. It originally appeared in Tactical and Technical Trends No. 35, October 7, 1943. Based on translated Russian reports, the article deals primarily with the German tank attacks during the Kursk offensive in the summer of 1943: Preceding a concentrated tank attack the enemy conducted combat reconnaissance with small groups of infantry and tanks. This reconnaissance usually began 30 or 40 minutes before the attack. Enemy reconnaissance columns consisted of from 50 to 60 tanks and several self-propelled artillery guns on which infantry men were carried. These detachments were usually supported by 10 to 15 airplanes. As a rule the combat reconnaissance lasted not more than half an hour. In repulsing these groups the minimum of fire power was used in order to keep the main artillery positions concealed… The air force cleared the way for the tanks, and the tanks in turn cleared the way for the infantry… The main object of our infantry is to isolate the German infantry from their tanks, annihilate them, and protect our artillerymen from attacks. Our infantry has always remained intact when they do not leave the trenches as enemy tanks cross them. By remaining in the trenches they are able to separate enemy infantry from the tanks and also destroy infantry when it is tank borne One way or another, infantry should be rethinked and scouting could play a more important role in game but with some adjustements. DH & Korona had good ideas so its just a matter of time before we get the perfect alchemical . Then the question when the common metal will be transformed in gold? Answer: never...cause our tanks need it! :) Share this post Link to post Share on other sites
DirtyHarry 0 Report post Posted May 4, 2010 For neo's version X of the ini we currently use: su100 bug - at random shots, the su100 seems to be able to destroy factories in 1 or 2 hits. Kaboom. The air bug prevails. People keep losing entire armies with air overhead - just fighters, allied and german - no AA involved. Gr. DirtyHarry Share this post Link to post Share on other sites
Comrade Raptorkov 0 Report post Posted September 14, 2010 Any chance of fixing the bs3, that Russian heavy towed at gun, it always shoots the ground where it sits, what ever code tells the shell to come out at what height needs to be moved up so it doesnt blast the ground. Share this post Link to post Share on other sites
Nodlied 0 Report post Posted September 15, 2010 The FT 17 uses the wrong voices for its selection set. The R35 uses its attack voices for its selection set. And it misses both its move and attack voice set. Although all missing voices are in the game files. Share this post Link to post Share on other sites
DirtyHarry 0 Report post Posted September 15, 2010 Thanks! Korona, see this post? Share this post Link to post Share on other sites
Neo 0 Report post Posted September 16, 2010 (edited) Hey Nodle....the Ft-17 use French voice...."my voice" ;) How did you know it was the wrong voice selection? Parles-tu francais? Edited September 16, 2010 by Neo Share this post Link to post Share on other sites
Nodlied 0 Report post Posted September 17, 2010 Nah I don't speak french, I was just looking around in the files, and I noticed that there where some missing voices. I have included the ''fixes'' in this post. FT-17 ; *** AUDIO Parameters *** VoiceSelect = FrenchFT17VoiceSelect VoiceMove = FrenchFT17VoiceMove VoiceGuard = FrenchFT17VoiceMove VoiceAttack = FrenchFT17VoiceAttack SoundMoveStart = mediumtank2movestart SoundMoveStartDamaged = mediumtank2movestart R-35 ; *** AUDIO Parameters *** VoiceSelect = FrenchR35VoiceSelect VoiceMove = FrenchR35VoiceMove VoiceGuard = FrenchR35VoiceMove VoiceAttack = FrenchR35VoiceAttack SoundMoveStart = mediumtank2movestart SoundMoveStartDamaged = mediumtank2movestart The soundeffects file ''fix''. ;---------------------------------------- AudioEvent FrenchFT17VoiceSelect Sounds = FRFT17Select01 FRFT17Select02 Control = random Volume = 100 Type = ui voice player End AudioEvent FrenchFT17VoiceCreate Sounds = tankbuilt Control = random Volume = 40 MinVolume = 30 Priority = high Type = world global player End AudioEvent FrenchFT17VoiceMove Sounds = FRFT17Move01 FRFT17Move02 Control = random Volume = 100 Type = ui voice player End AudioEvent FrenchFT17VoiceAttack Sounds = FRFT17Attack01 FRFT17Attack02 Control = random Volume = 100 Type = ui voice player End ;---------------------------------------- AudioEvent FrenchR35VoiceSelect Sounds = FRR35Select01 FRR35Select02 FRR35Select03 Control = random Volume = 100 Type = ui voice player End AudioEvent FrenchR35VoiceCreate Sounds = tankbuilt Control = random Volume = 40 MinVolume = 30 Priority = high Type = world global player End AudioEvent FrenchR35VoiceMove Sounds = FRR35Move01 FRR35Move02 FRR35Move03 Control = random Volume = 100 Type = ui voice player End AudioEvent FrenchR35VoiceAttack Sounds = FRR35Attack01 FRR35Attack02 FRR35Attack03 Control = random Volume = 100 Type = ui voice player End ;---------------------------------------- Oh and Neo, I realy like the FT-17 voice, its one of my favorite actualy. :) Share this post Link to post Share on other sites