Cant move ground units
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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.
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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…)
What do you mean it was not done well in AF??? It WORKED AND was stable! You could air lift troops, direct batallions, create AI support flights, I would argue that it worked very well! (Especially when compared to no functionality at all.)
This is something sorely missed for guys coming over from AF, and once again I feel inclined to mention that it would be nice to have an ATO with TOT or take off times in it. Any progress in this area would be much appreciated from me and the fellas I fly with! The armchair generalling was necessary for completing the campaign in the least amount of time. Not to mention just plain cool/fun. While I am talking about it I also miss the AI battles that you could see happening on the way to mission area. That was cool.
Another note: we just started a iron fortress and all of the engineer battallions (on their own) decided to go right into the action (tank battalions)and got slaughtered. It would be nice to be able to tell them not to do that. It would also be nice to be able to order a engineer battlaion to fix an airbase once it has been hit or perhaps a bridge that you need……or order that tank battallion that is idle to save your infantry…I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
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I agree,and yes your allways in a bad place.
:tjacked:
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I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
The sound is there… but is heard from the outside. Also the BOOM BOOM is more obvious with the eyes , It lights up and the cockpit if u get to close to it… Unless u read a magazine over the FLOT… LOL
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What do you mean it was not done well in AF??? It WORKED AND was stable!
You’ve never realized that some units diapering from ODB without any reason, some other was completely sucked even if trying to move it manually etc… I think that JP is talking about that …
I feel inclined to mention that it would be nice to have an ATO with TOT or take off times in it.
1000% I fully agree!!!
I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
Normal. It’s a desired effect in BMS. IRL (with helmet, engine running, flying above 200kts) you can’t hear AAA burst from inside the cockpit.
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so…if I turn up external sounds I will hear it better? I have tried that with min success, you do mean disappearing? “diapering” is that like changing your babys bottom?? LOL what is OBD? I was just trying to say that regardless of how well it worked it WAS functional, thats all. Yes I did notice the occasional unit disappearing, annoying, but not a deal breaker.
The ATO with times in it would be great for us flight scheduling folks, because right now you have to join each individual flight to see what the TOT is. That info kinda needs to be in the ATO (IMO) -
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Will this be implented into bms aswell?
It worked ok in AF.
It should be possible to move ground units. -
I imagine that its all about priorities which will come first, moving ground units, or Naval OPS?!?!?! I would absolutely LOVE EITHER!
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Replyin to my own post to keep this alive WHY no control over the ground units? Cant tell me its not possible! Allied Force does a nice job with it. The campaign would be very much more enjoyable if there was some control. Cant tell me it takes 4 days to drive 20 miles in a tank!!! EVEN FOR THE KOREAN ARMY. LOL
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Bit silly asking this now? You already asked this, and have received multiple replies from the devs… no new version has come out since their replies…
Not sure why you are hoping to achieve, other than venting?
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Bit silly asking this now? You already asked this, and have received multiple replies from the devs… no new version has come out since their replies…
Not sure why you are hoping to achieve, other than venting?
Self-learning and adapting code…?
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Mute Point, as the two DB’s and Code are different.
BMS does not read in .uni as a binary file, AF does……;)
AF Code was modified to do that…an early attempt to LOCK the DB…cause they stole a lot of work and made some $ off of others…SIGH.demer
Mods\BMS: I’m not peeing on another version, just say’n what happen’d…'stood
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Mute Point, as the two DB’s and Code are different.
BMS does not read in .uni as a binary file, AF does……;)
AF Code was modified to do that…an early attempt to LOCK the DB…cause they stole a lot of work and made some $ off of others…SIGH.demer
Mods\BMS: I’m not peeing on another version, just say’n what happen’d…'stood
Regardless it’s a feature we don’t have in BMS (yet), regardless of the DB being locked or not which for an end user is not really that important. It’s a cool to have because it’s a minigame ( Harpoon-like ) within the game
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Bit silly asking this now? You already asked this, and have received multiple replies from the devs… no new version has come out since their replies…
Not sure why you are hoping to achieve, other than venting?
Another empty post , just like this one. Or I could be venting too?
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Venting or no, it can be done. Just like take off and TOT times in the ATO! Just because it has not been done yet does not make it impossible!!!