Comrade Raptorkov 0 Report post Posted April 23, 2012 If you're no familiar with our current beta, there has been some huge changes from R3. I'm going to reveal some of the info and get the communities thoughts based on a current problem were having, which will require another huge change. so here is a list of big changes; limited production facilities multi-build tanks squad based infantry and here is a list of problems were having; squads are kinda clunky but functional the game missmatches in multiplayer as soon as a multi-build tank "splits" "spiting" is because we had a problem with multi-build tanks getting stuck in the factory, the solution was to have a single tank drive out, then after a few seconds it dies creating 2 - 3 tanks depending. It seems with the addition of squad based infantry, there may be too much information going back and forth, and the multiplayer engine cant keep tabs on all the stuff thats going down at once. Now because of the huge amount of work it'd take to put in to action just one of these ideas, I'd like community input on which solution we try first. if the first step doesn't work we'll try another and another and so on until it works. As a beta community we've decided that squad based infantry are better than having multi-build tanks. however there may be another solution that just dropping them. If you don't know, multi-build tanks, say T-34, which come in 3's, it builds in the time of 1 T-34 but it costs the amount of 3. So you're just getting 3 tanks faster and with less clicks than building just 1, but at the same cost in money of building 3 single units. So heres what i propose, A: we just make it so the single units build in 1/3 of the time, because no one uses single build anyways. B: we just drop multi-build altogether C: we just dropped squad based inf altogether. D: we make the multi-build tanks a squad based unit I prefer option D, making 3 tanks function as a single unit, just seems smarter to me, no one sends out single tanks anyways, and if you wanted to just build 1. All though, squad based units gain rank as a whole, if 1 unit in the squad gets promoted the whole squad does. This may create a balance issue where groups of tanks are suddenly elite. But we can change the characteristics of how they gain rank, making it take 3 times as long, so this shouldn't be a major issue. And I don't believe we'll have to worry about them getting stuck in the factory since you can make them spawn 1 at a time over a period of time. Also korona, I'm sorry but I'm changing the way squads build, I'm going to make them build 1 at a time like every other unit. waiting 5 minutes for a couple squads is ridiculous not to mention the additional OCL that are needed. So let me know what you guys think and I'll get to work converting everything and testing it to see if it works or not, thanks guys. Share this post Link to post Share on other sites
PonchoVia1 0 Report post Posted April 24, 2012 Option D sounds great! I'd love to see that in a future release. If that doesn't work out I'd say then go for Option A. Just as a random thought, maybe you can go with Option A and D both (I'm unaware of how much work it would be, but your call to actually use this idea). You can still have individual tanks build at 1/3 of the time but have the squad based tanks as like some sort of elite unit. Because they are squad based they have that extra cooperation with each other and take down enemies even faster than say building the same number of individual tanks and take longer to receive their promotion since they are acting as a whole. Again, just a random thought. Share this post Link to post Share on other sites
Nodlied 0 Report post Posted April 26, 2012 Honestly, I do not like the idea of ''Squad based tanks''. As it may introduce some extra lag and pathfinding problems. I like squads of infantry, but it takes too long to create them in the early game when you need to fill your pillboxes. So I would take either A or C. Share this post Link to post Share on other sites
Comrade Raptorkov 0 Report post Posted April 26, 2012 (edited) Yeah, the squad based tanks don't work too well. They operate just fine until you tell them to attack something. They get this logic that 'imma squish that thing' I tried tweaking about everything to remove this problem, but it doesn't work. As for the infantry, I'm going to make them build single squads instead of a bunch all at once after a long time. Multibuild isn't a big deal anyways, all it does is make it so you don't have to click so much. Anyways, we got some extra room in factories for some new units. Since I can't model to save my life, I'm making variants or units that are similar enough to go unnoticed, so far, from t3476 model 1941, model 1941 t3457 and from su100, I made the su85. If anyone knows how to make cameos for units, SU85 http://www.millionhappiness.com/media/dragon/l_DRA6415_MFU1.jpg T3457 http://www.anticsonline.co.uk/l.aspx?k=1253540 Edited April 27, 2012 by Comrade Raptorkov Share this post Link to post Share on other sites
Nodlied 0 Report post Posted April 28, 2012 I made you the cameos you where asking for. I assume that you know how to implent them into the game. I also included a new Somua S35 cameo, as the current one displays a captured one used by the Germans. You will need to convert the PNG to TGA yourself. You may also want to overide the FT17's and R35's voice sets in the SoundEffects.INI file with the fixed ones below. As the original ones are bugged. ;---------------------------------------- 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 ;---------------------------------------- If you have any more cameo's or have some questions, I will be glad to help you out. Share this post Link to post Share on other sites
Comrade Raptorkov 0 Report post Posted April 28, 2012 Yeah I figured it out already, but thanks. whats wrong with them there sounds jimmy? Share this post Link to post Share on other sites
Nodlied 0 Report post Posted April 29, 2012 Compare it with the original one, you might figure out what is wrong. ;---------------------------------------- AudioEvent FrenchFT17VoiceSelect Sounds = FRFT17Attack01 FRFT17Attack02 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 = FRR35Attack01 FRR35Attack02 FRR35Attack03 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 = FrenchR35Move01 FrenchR35Move02 FrenchR35Move03 Control = random Volume = 100 Type = ui voice player End AudioEvent FrenchR35VoiceAttack Sounds = FrenchR35Attack01 FrenchR35Attack02 FrenchR35Attack03 Control = random Volume = 100 Type = ui voice player End ;---------------------------------------- Share this post Link to post Share on other sites