German armoured cars

General discussion related to the game goes here.

Moderators: Balthagor, Moderators

Message
Author
User avatar
Zuikaku
General
Posts: 2198
Joined: Feb 10 2012
Human: Yes

Re: German armoured cars

#16 Post by Zuikaku » Sep 22 2017

Balthagor wrote:Yeah, that one is on me. A poor design decision. Unfortunately a lot of work to reverse it :(
Not if you change unit ID for this armoured car and assing it's ID to some foot infantry unit :wink:
Techs and researched designs are easy to erase.
Please teach AI to liberate and colonize instead of only annexing!

User avatar
Balthagor
Supreme Ruler
Posts: 19961
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: German armoured cars

#17 Post by Balthagor » Sep 22 2017

It's the orbats and known techs that take a while to update.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

User avatar
Zuikaku
General
Posts: 2198
Joined: Feb 10 2012
Human: Yes

Re: German armoured cars

#18 Post by Zuikaku » Sep 22 2017

Balthagor wrote:It's the orbats and known techs that take a while to update.
assigning ID number to foot infantry woul'x be easy workaround :-)
Please teach AI to liberate and colonize instead of only annexing!

User avatar
Balthagor
Supreme Ruler
Posts: 19961
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: German armoured cars

#19 Post by Balthagor » Sep 22 2017

No, that would create a bunch of redundant IDs and clutter the list.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

User avatar
Zuikaku
General
Posts: 2198
Joined: Feb 10 2012
Human: Yes

Re: German armoured cars

#20 Post by Zuikaku » Sep 22 2017

Balthagor wrote:No, that would create a bunch of redundant IDs and clutter the list.
armoured car is assigned new ID. I easily and fast fixed OOB problems in my mod this way (regarding Ju-52 transport).
Please teach AI to liberate and colonize instead of only annexing!

Evil Overlord
Sergeant
Posts: 19
Joined: Nov 14 2013
Human: Yes

Re: German armoured cars

#21 Post by Evil Overlord » Sep 23 2017

Balthagor wrote:Yeah, that one is on me. A poor design decision. Unfortunately a lot of work to reverse it :(
**** happens, looking forward to when that gets fixed in the future, still having fun though :-)

also thank you for admitting your mistake, so few do that these days that it is refreshing :)

as for other unit issues, cavalry and artillery are much too fast at 30 kmh(would kill most horses after an hour or two, highest i would recommend would be 10kmh) and artillery at ~14(when artillery at that time was mostly horse driven and could do at most 6kmh over shorter distances, would recommend putting them at 4), while infantry could do with going from 4 to 5 kmh

User avatar
Balthagor
Supreme Ruler
Posts: 19961
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: German armoured cars

#22 Post by Balthagor » Sep 23 2017

Evil Overlord wrote:cavalry and artillery are much too fast at 30 kmh
Can you start a new thread for that? I'd like some discussion before changing it.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

Post Reply

Return to “General Discussion - SRGW”