Cant move ground units
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I don’t understand. Could someone nice please help me instead of making fun of me?
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I could bet one of my 2 left nuts that this is the result of multiple aliases.
Damn, now I feel even more odd with 3 left nuts.
Cheers,
LSJust for you M8……The 100th post…:mrgreen:
demer
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The ground units are turned off for the Player. Why and who made that decision I do not know. IMO it should be ON.
The point you made about after you move them that they end up receiving different orders is the result of you moving them. It is best to not try to direct them. Why?? Let’s say you try to move a unit that is set to Capture or Secure an objective and you try to tell it to move or capture or secure some other objective, the net result will probably be that the unit goes into Reserve.
So the result is you will probably cause units to do the opposite of what they should be doing. Best to leave them to their business although it may not seem logical.
Like I said, I don’t agree with the decision that was made to turn them off, I believe the player should be able to direct the ground war if they wish.
RAM22
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I don’t understand. Could someone nice please help me instead of making fun of me?
I AM NOT making FUN of you……I believe that in BMS4.32 or OF\FF, trying to Armchair General the GU’s is NOT going to work.WHY???..well,some thing’s have changed in the Code since 2002-2003, to better help the ATManager…!!! It’s pretty hard to explain in 540 Word’s or so…but suffice it to say that…ATM…cannot be done…;)
demer
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Then I wonder why the circle-thingy is even movable while in campaign to begin with, if you’re not supposed to use it. Its a bit confusing for the user. I have managed to almost get some units where I want them but it has been a struggle. Also, I noticed that once units have been airmobiled they go passive. Are you not supposed to use the airmobile thingy for other units than ADA? I thought airmobile-capturing airfields would be a good tactic instead of bombing the runway every few hours.
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I searched this forum just for this topic. You guys are making fun of RagnarDa? He has a good point! Whats up with the NO GROUND UNIT CONTROL? I would like to be able to move them as well! I also would like to point out how the ATO has no TOT or take off times? (HUH?). This forces you to join each individual flight to see what time it leaves and when it will be on station? Planning a flight to coordinate with other flights is about as cumbersome as it could possibly be. This was a major feature within Allied Force and one of the reasons its stayed so popular for so long! I am totally with Ram22 on this, though, ground unit control should be ON! Has anyone actually completed a campaign, and if so how long does it take if you don’t touch the ground units?
demer, What do you mean not possible? AF manages to pull it off nicely?
Update! The ground troops do not take orders, and do move, but only when you are not watching them. Late in day 4 now and good progress. They just don’t move as fast as they do in AF. Man, if I was driving a tank it would absolutely NOT take me 4 days to travel 80 miles!
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Hi nailer,
You should check on PMC tactical, there is a report on how long it takes to win campaigns in BMS 4.32 … from what i read, it takes 3-4 days … but i dont know what settings he used, if he let the ATO do it itself or if he overid it. …
Spooky.
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I’m Day 4 @ 4am in a Iron fortress cam, cleaned up ground troops in front of friendless etc & have advanced only 50-70 miles.
I’m about to land at Mirim and take it with my sidearm.
Signed……confussed from AU
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when the ACMI is running ther is no indicator that it is running. This could result in hours of tape of RTB or something amd having to wait 30 minutes to exit the sim waiting for your useless footage of your RTB. could this be an easy fix?
There is no way to tell if you are in the correct theater or not. This may result in CTD’s during Multiplayer session, and unless you ASK the host “what theater?”, you may never know why you keep CTD’ing out of the flight HALF WAY THROUGH. Also easy fix?
The explode on entry has happened to me too. better keep a backup of the ol logbook lest you get a manslaughter for crashing into your buddies. I may be wrong, but this seems to be related to latency/lag and may have something to do with how long it takes between the time the AI loses control and the player assumes it. I may be totally off on that but given the circumstances it is my feeling that this is where a fix may be found. I am not a coder though, admittedly.
Last night, I suddenly exploded while landing because the runway was damaged, and the damage was floating above the runway in such a fashion as to lead me to believe that the damage would not be an issue/ be far enough away that my landing would not be affected. Could the runway damaged be a bit more appearant/visible as to what parts are usable and what parts are not? ALLIED FORCE would be a good example as to what it should look like. It would also be nice to see what parts of a runway are damaged in the recon screen, so that you can properly plan your attack, and see if there are sections of the runway left to destroy.
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Completed the campaign took 12 days but I ran the clock for 5. I guess the area around the objectives have to be clear of ANY enemy vehicles before they advance. Starting an Iron fortress on Korea original now. Search for “campaign wins” in this forun for a pic of the map.
The explode on enty can be avoided if you start rolling and take your place on the start line when you get in the pit (3d world). It seems when there are multiple flights on your server,this helps(at least in my experience).
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ALLIED FORCE would be a good example as to what it should look like
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The experiment showed that the air assault battalion could be delivered to an area of hostile or enemy-controlled territory.
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Sometimes I can move GU and sometimes I can’t.
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Only AF offers the possibility to control ground units ( I mean real control ). In BMS 2 , OF , BMS 4.32 , you can move the destination waypoint but in most of the cases the change is not acknowledged by the campaign engine.
We planned to change that but no time as people waited for so long….
Anyway it has never been “on” in falcon except AF and It requires a certain amount of work to make it properly done and not just a hack ( it is not well done in aF anyway)
The idea would be to have a check box " hq control" and give a action list for the end point (defense / attack/ etc…)
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Do you know why sometimes the endpoint can be shifted and sometimes it can’t?
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Do you know why sometimes the endpoint can be shifted and sometimes it can’t?
depends on the status of the ground unit defined by the campaign engine
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One thing i know is that:
You’d better assign commands to the troops step by step. i.e. only drag the destination icon to the adjacent point on the map. For what i state, you’d better switch all map options on so that you can see a lot of small circles, all the bridges etc. then you just command the troops to move to the adjacent point, in that way, the line of route will be yellow indicating that they are now moving along the path, otherwise the line will be mostly white and i think that may be changed by AI/HQ/whatever a few seconds later. -
There are 3 orders(defend, reserve, capture) i know. You cannot expect the defensive troops to capture an enemy stronghold or fortress.;)
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I did a big experiment six months ago where I air mobilized ~30 AD-units on a dedicated server running the PVP campaign. I learned a lot but what I remember is this: It didn’t break the campaign nor crashed the server but you had to make sure the destination was a good place (a road) and that the distance was far away so the unit wouldn’t go back to its original position. Sadly I noticed AI-flights seemed to be immune to the AD’s as long as they where outside the player bubble.