AATA Beta 0.9
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- Guessmyname
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- MC: Legacy & Spring 1944 Developer
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- Joined: 21 Sep 2004, 08:25
Like Flozi said, M3's were phased out mostly by 42-43, however the unit is there. Just not included in any factory. Expect the Brits to use them, however.M3 Grant/Lee
Pretty much the only major differences were thicker armour for the M5, and the rear idler wheel being placed at ground level to distribute weight.M3 and M5 Stuart
Jumbo
Like Flozi said the DF Sherman is supposed to simply be able to go deeper in water than most other vehicles. The Amtrac and DUKW are meant to actually float in the water, like boats.Deep Fording Sherman, Amtrac, DUKW
Are probably going to be removed.R4M Rockets
StG. 44's were also fitted with scopes and fired the same ammunition (<3 them in FH).FG42 Scope
Stuka's were pretty much altogether withdrawn from frontline service starting in 41-42, because they were absolutely outclassed by almost anything with wings, and its duties could more or less be performed by much faster Bf 109s and Fw 190s fitted with bombs. It was however a large and stable enough platform for the two 37mm's and it was used for that, and even then, it was being replaced by things like the Hs 129.Stuka
tomcat: We don't really have the need anymore. The research is done.
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Hey, I play FH too! I'm a huge fan of that mod...but sorry, you're wrong. The Stg44 fired an 8mm 'kurz' round (kurz meaning short). The FG42 fired the full-length 8mm Mauser cartridge and, thus, was nearly uncontrollable.Quote:
FG42 Scope
StG. 44's were also fitted with scopes and fired the same ammunition (<3 them in FH).
The website I'm at (http://www.globalsecurity.org/military/ ... stuart.htm) states that the rear idler was at ground level for the M3 as well. Apparantly, the major difference was the replacement of the Continental engine with 2 Cadillacs and the installation of a hydromatic transmission. (You were right on the money with the armor, though.) The top speed was increased from ~35 to ~40, but the site says that they had the tank up to 50mph during trials.Quote:
M3 and M5 Stuart
Pretty much the only major differences were thicker armour for the M5, and the rear idler wheel being placed at ground level to distribute weight.
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It's a mod for Battlefield 1942 called Forgotten Hope. It's almost twice as large as the original game (Or maybe larger....it's around 3.5 gigs fully extracted).
It has, I believe, more distinct units, vehicles, weapons, maps, uniforms, etc. than any other game. Period. That'd be a safe guess, anyway. If you combine the infantry weapons and vehicles together, it comes fairly close to Absolute Annihilation in magnitude. I highly suggest a download. The gameplay is realistic and intense, and the devs have turned the engine of a 5 year old game into a thing of beauty.
http://www.fhmod.org
...read 'em and weep. Just a small caution though, the weapon and vehicle database is about 8 months and 2 versions out of date.
It has, I believe, more distinct units, vehicles, weapons, maps, uniforms, etc. than any other game. Period. That'd be a safe guess, anyway. If you combine the infantry weapons and vehicles together, it comes fairly close to Absolute Annihilation in magnitude. I highly suggest a download. The gameplay is realistic and intense, and the devs have turned the engine of a 5 year old game into a thing of beauty.
http://www.fhmod.org
...read 'em and weep. Just a small caution though, the weapon and vehicle database is about 8 months and 2 versions out of date.
Personally I can't wait for FH2
Anywho, me and felix just had a complete, several hours long, no crashes, game.
We banned aircraft, so it looks like we have a suspect for the crashing bug.
If anyones bothered it was on River Dale, and I won with a monstrous Tiger rush (More like a crawl!) down the right hand side into the vunerable heavy factories he had hidden behind a hill out of reach of my artillery.
He put up a damned good fight though, easily repelling my earlier attacks with fewer Tigers and more infantry, PzIV, Marder and support halftracks. And eating away at my forces with panther and tiger rushes and plenty of SP artillery - Hummels and the heavy rockets mainly.
Was cracking, and we spotted a few things that need fixing too. i.e. buildtime of heavy tanks, blast radius of artillery, Sdkfz 250/9 can't cross the shallow water probably some other stuff i can't think of.
Anywho, me and felix just had a complete, several hours long, no crashes, game.
We banned aircraft, so it looks like we have a suspect for the crashing bug.
If anyones bothered it was on River Dale, and I won with a monstrous Tiger rush (More like a crawl!) down the right hand side into the vunerable heavy factories he had hidden behind a hill out of reach of my artillery.
He put up a damned good fight though, easily repelling my earlier attacks with fewer Tigers and more infantry, PzIV, Marder and support halftracks. And eating away at my forces with panther and tiger rushes and plenty of SP artillery - Hummels and the heavy rockets mainly.
Was cracking, and we spotted a few things that need fixing too. i.e. buildtime of heavy tanks, blast radius of artillery, Sdkfz 250/9 can't cross the shallow water probably some other stuff i can't think of.
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- Felix the Cat
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- MC: Legacy & Spring 1944 Developer
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- Joined: 21 Sep 2004, 08:25
Perhaps we should reconsider that, or make the difference in resources greater...
Most of the problem comes from the insane metal output of AATA flags on most Spring maps, I was supporting 500+ units with just two flags, and building a Tiger every 8 seconds, and SP rocket of either type in about the same time.
Most of the problem comes from the insane metal output of AATA flags on most Spring maps, I was supporting 500+ units with just two flags, and building a Tiger every 8 seconds, and SP rocket of either type in about the same time.
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- MC: Legacy & Spring 1944 Developer
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OH.
Thank you, spiked. I had no idea. Build time represents availability. Bonking genius.
I was mentally toying around with something like infantry require metal - it's easy to get metal with these flags, and who runs out of resources building infy anyway? - and tanks require metal, but mainly hugely great gobs of energy. This is where you'll slow the production down a little since it's harder to get enough energy, space to build the energy buildings, etc. I'm talking huge gobs of energy here (and maybe by some function of the build time?). I toyed around with this for about 5 minutes in the shower, then some soap got in my eyes.
So, every unit is gonna use energy, but some (like your basic rifleman) will take a completely negligeable amount since they don't need a huge supply chain. Light vehicles will cost some more - small caliber ammo and some fuel - artillery costs some more, for the mountains of shells they need, and tanks and aircraft need fusion reacto~ lots of it. Build times stay the same, aye? So now you have strategic bombing of your opponent's energy grid because each Tiger now costs approximately 1 shitload in energy (logistics) but is built in the same time.
Metal, if you're curious, would represent manpower. And you only need 5 MEN to use a tank, so only 5 times the metal of an infyman. The engineers, plane prep workers, etc. are logistical in nature and are included in the energy cost. SO:
Metal = Flags = Manpower.
Energy = Logistical stockpiles, ammo dumps, fuel dumps, etc. = Logistics.
Built Time = Procurement.
So you have to make a choice between this game being strategic (in which building a tank represents...well, BUILDING it) and it being tactical (in which building it represents procuring it). I favor the latter, especially since Flozi told me you were concentrating on tactical bombers only. It looks like the factories you have now represent martialling yards anyway.
Let me just say again....i want tanks to be practically crippling to produce. SOOOO much energy. Enough so that a medium tank will have the yard at around -120. This way we'll see more use of the light vehicles. (And in the few games i've played with y'all, they haven't been used at ALL. Maybe some of your games were different). There should be no tiger rush lol.
And now I got hit with the shuddering thought that this is how you were doing things anyway.
Thank you, spiked. I had no idea. Build time represents availability. Bonking genius.
I was mentally toying around with something like infantry require metal - it's easy to get metal with these flags, and who runs out of resources building infy anyway? - and tanks require metal, but mainly hugely great gobs of energy. This is where you'll slow the production down a little since it's harder to get enough energy, space to build the energy buildings, etc. I'm talking huge gobs of energy here (and maybe by some function of the build time?). I toyed around with this for about 5 minutes in the shower, then some soap got in my eyes.
So, every unit is gonna use energy, but some (like your basic rifleman) will take a completely negligeable amount since they don't need a huge supply chain. Light vehicles will cost some more - small caliber ammo and some fuel - artillery costs some more, for the mountains of shells they need, and tanks and aircraft need fusion reacto~ lots of it. Build times stay the same, aye? So now you have strategic bombing of your opponent's energy grid because each Tiger now costs approximately 1 shitload in energy (logistics) but is built in the same time.
Metal, if you're curious, would represent manpower. And you only need 5 MEN to use a tank, so only 5 times the metal of an infyman. The engineers, plane prep workers, etc. are logistical in nature and are included in the energy cost. SO:
Metal = Flags = Manpower.
Energy = Logistical stockpiles, ammo dumps, fuel dumps, etc. = Logistics.
Built Time = Procurement.
So you have to make a choice between this game being strategic (in which building a tank represents...well, BUILDING it) and it being tactical (in which building it represents procuring it). I favor the latter, especially since Flozi told me you were concentrating on tactical bombers only. It looks like the factories you have now represent martialling yards anyway.
Let me just say again....i want tanks to be practically crippling to produce. SOOOO much energy. Enough so that a medium tank will have the yard at around -120. This way we'll see more use of the light vehicles. (And in the few games i've played with y'all, they haven't been used at ALL. Maybe some of your games were different). There should be no tiger rush lol.
And now I got hit with the shuddering thought that this is how you were doing things anyway.
Pretty much.heroesdoexist07 wrote:And now I got hit with the shuddering thought that this is how you were doing things anyway.
Things are somewhat unbalanced by Spring, metal in particular.
We think pretty much everything needs to be reworked anyway - in the game with Felix my energy production was over 7000, and demand was pretty much the same when constructing, and in excess when moving forces but because of the storage I had built up (all too easy in A&A) it didn't really effect me by the end.
There were times however when moving my forces utterly crippled me and none of my units could fire! I had set my HQ to repeat on engineers and set them to move to my Tiger yard, i must have had about 75 of them and i just told them all to reclaim all the trees - a huge energy source which is easy to exploit in Spring.
- Felix the Cat
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- Guessmyname
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