Spring: 1944 "Operation Luettich" (v1.01) Released! - Page 5

Spring: 1944 "Operation Luettich" (v1.01) Released!

A late World War II game which attempts to balance historical realism with a tactically complex model of battle.

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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by Neuralize »

Glad someone started fixing icons!
bashar
Posts: 152
Joined: 03 Dec 2006, 23:06

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by bashar »

Could someone explain me how exactly air works in S44?

Thanks a lot
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by yuritch »

That's simple. You build radar, and then you can select air missions from it. Select a mission, target something with the cursor. Then you'll immediately pay the full cost, and after some seconds (15-45) the planes will appear and will attack the target given. If you targeted ground, the planes will patrol in that area.
If planes are hit by AA fire, they immediately turn back to your base and fly around for some time, unselectable. After some seconds you can manually select them and give another attack order.
bashar
Posts: 152
Joined: 03 Dec 2006, 23:06

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by bashar »

so you "pay" for an airsquad and you keep them until they get destroyed, and at some moment you can't select them, right?

About fighters, you can buy them ASAP, then they can patrol around your base for all the game (except if they are destroyed ofc) ?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by Nemo »

Planes stick around until they 1) are destroyed or 2) run out of fuel (the radar build menu has a "duration" bit which tells you how long they stay for.

You can't select them when they've been 'scared' by AA weapons. Basically, none of the pilots will willingly divebomb a flak shooting at them - instead they'll 'panic' and fly back to HQ (and away from danger) until they recover (at which point they become selectable again).
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by yuritch »

But don't think AA is invulnerable - an interceptor squad ordered on a flak gun (by directly targeting it) takes it out with close to 100% probability on the first try (if there are no more than 3-5 guns in the area that is, if more, you'd need to soften them up with ground forces first).
Ground attack plane run (last icon in the aircraft selection menu) takes out any unprotected building (no AA guns nearby) with the first attack, that's a good way to bomb enemy facs (esp. upgraded tank yards that take ages to build).
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by R-TEAM »

Hi,

have last time toplay the v1.01 - nice ;)

But imho it is still impossible to make a way thru forest (trees).
This is sad, on maps with many trees (forest :) ) the game looks nice
and it is good for infanterie fights.But the vehicles blocked from
the trees and no way to crush him down.

Dont need to get "energie" from the trees, but make them out the way...

Regards
R-TEAM
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by 1v0ry_k1ng »

what map?
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by R-TEAM »

Hi,
1v0ry_k1ng wrote:what map?
-> "High and Low Redux"

and btw it is no "NO WAY" to crush him down ..
If i build a barack the enginer first remove the trees and then
build it .. but this is imho ATM the only way to remove the trees :(
(build anything and cancel the build if the trees removed ... not
a good way ..)

Regards
R-TEAM
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by Neddie »

Not that he should be reclaiming anyway...

You can force fire upon an area, that should clear as well.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by yuritch »

There is a Salvage button in engineer's menu. Use that to clear trees. It's not bound to right click, so you have to press the button and then define the clearing area.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by R-TEAM »

Hi,
yuritch wrote:There is a Salvage button in engineer's menu. Use that to clear trees. It's not bound to right click, so you have to press the button and then define the clearing area.
sorry - this dont work.
Tested with normal and Adv. Enginer.

Regards
R-TEAM
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring: 1944 "Operation Luettich" (v1.01) Released!

Post by R-TEAM »

Hi,

have last night played my first long S44 battle.
(in the past [spring 0.78.x] the ATI errors with icon rendering make
the icons nearly useless and hard to play S44 - with 0.79 it is fixed)

It runs nice but found a couple of "quirks" besides the problem with Tree reclaiming/deleting.

The path finding is horrible in maps with trees - most vehicles stuck between the trees and musst manual directet.
The collisions volumen of the vehicls is way to big - most time 2 trucks can thru the gap from the optical view - but the collision dedecting stop one truck and he stuck.
It would be nice if the enginers can remove trees the vehicles "know" from the right path thru the trees...

It would be nice to command infantrie manual to get to ground, not only if he get shot....

Regards
R-TEAM
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