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Steel Beasts: Content Wish List

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Posted (edited)

At the risk of derailing this thread:

 

2 hours ago, Splash said:

I don't think it's that fiddly, since you can set the look of carried troops for one ASLAV-25 on your map and then apply it to all vehicles of that type with a single click.

 

Noted, I'd forgotten that button. ;)

 

2 hours ago, Splash said:

In exploring your test .sce though, I was puzzled by how the ASLAV-25s ignore the "damage if/repair if" settings when combined into a unit ("12"). So I guess the ability to "dismount" a "commander" only works when the vehicle is unattached? Or have I found a bug?

The damage is depicted if you say dismount the Crew Commander from "12A" and then detach "12A" from the rest of "12". I've no idea why its not represented when they are a collective unit.

 

If all six are travelling together I'd probably not see a requirement to dismount a crew commander - there's a bunch of grunts in the PC that can do close recce much better.

 

2 hours ago, Splash said:

I also see that your ASLAV-PC vehicles in "12" have the same damage applied to the commander when the vehicle is unattached and the grunts dismount. That's not intended behavior, is it?  I tried editing the .sce to remove the damage logic from just the PC's, but was unable to make it stick when the unit was re-combined. Maybe another bug?

Perhaps I inadvertently did it to all six vehicles and not just the 4 ASLAV25s?

 

I'll have a look.

 

Yes I'd applied the Damages / Repairs to all six vehicles.

2 hours ago, Splash said:

Separately, since your ASLAV-25 dismount has the same callsign as his vehicle, the route logic doesn't seem to work. So you can't really script this for AI, can you? It's still a nice training tool for player-controlled vehicles, though.

Ah hadn't checked that.

 

I suspect I could just change it to embark if troops or something, instead of call sign based.

 

The routes etc. were a demo / first cut that worked, but then I changed them to make the dismounts match the vehicle (so you could track who goes where) perhaps that broke the scripting.

 

Edited by Gibsonm

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2 hours ago, Splash said:

Separately, since your ASLAV-25 dismount has the same callsign as his vehicle, the route logic doesn't seem to work. 

Yeah, that was a pretty bad bug since about the dawn of time. Cost us a good while to fix that bloody thing. Won't happen anymore with 4.1 (or late version 3.5s, for that matter).

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Posted (edited)

Thanks.

 

Any comment on the actual request (a page back) as opposed to the subsequent spin off posts? :)

 

 

Edited by Gibsonm

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Posted (edited)
9 hours ago, Gibsonm said:

At the risk of derailing this thread

😄

LOL I wouldn't worry about a derail. Requests for features frequently prompt multiple-post discussions of said requests.

 

In this case, I'd like to use your workaround for a dismountable vehicle commander, and I can most certainly give him the 3D apearance of a crewman instead of an infantryman. But I've found a possible bug. I probably should start a separate thread in Support.

 

 

In short, even when setting the ASLAV-PC's to NOT have the commander/radio damage upon dismount ... they become 'infected' with that option when combined in a unit with the ASLAV-25's that have it. If you subsequently separate a PC from the pack, it will now lose its radio and commander when you dismount its squad.

 

That's not desirable, but relevant to the request to make the damage/repair if options saveable in a template.

Edited by Splash
Separate support thread started/linked.

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Perhaps a commander-dismount ability should be added for all vehicles. With all the implications (temporary vehicle "damage" etc.) built-in, and tanker looks for the dismounted TC.

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The enhancement to dismount vehicle commanders has been registered (in 2006) as bug 734... It even has a fairly high priority. We just never seem to get the time to actually work on it, since it's complicated, and there's always something else that appears slightly mor urgent.

Sigh. So much to do, so little time.

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This is not realy a "content wish", but an option in the installer to create a shortcut on the Desktop would be very appreciated!

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Ugh. I hate desktop icons created by installers. But - okay, I suppose different people have different opinions on this.

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I'm pretty sure you know what i mean if I say "option"! The user can select if he want a desktop icon or not (which can easiely archived by a checkbox) . 😉

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5 hours ago, DarkAngel said:

Just copy the one from the program files menu to the desktop! 

 

Yep, very easy to do yourself!

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Lately I picked up from a local library a book called Tigers in the Mud and that got me really excited about WW2 tank warfare. I wish we could have those in Steel Beasts, in fact, more than ever, I wish that we could MOD our own tanks in.

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Why, yes. That's now possible - see Grenny's "Anker wirf!" video.

For each emplacement you can set a reference that is the lowest point in the terrain that can still be engaged from behind the berm. It will then be dug accordingly.

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15 hours ago, stormrider_sp said:

Lately I picked up from a local library a book called Tigers in the Mud and that got me really excited about WW2 tank warfare. I wish we could have those in Steel Beasts, in fact, more than ever, I wish that we could MOD our own tanks in.

LoL, Good Luck.

To scratch your WW2 Itch, I suggest Sho't Kal (L52) vs T-55 (BR-412) and Squint a bit.

11 hours ago, Bond_Villian said:

Dynamic thermal signatures would be cool... (get it!?)

*Slap*

That is a Dad Joke, and has no place here!

:P

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14 hours ago, Ssnake said:

Why, yes. That's now possible - see Grenny's "Anker wirf!" video.

For each emplacement you can set a reference that is the lowest point in the terrain that can still be engaged from behind the berm. It will then be dug accordingly.

😁

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The option of disabling or at least temporarily overriding the AI (all of it) in player controlled vehicles. The AI often seems to suffer from severe target fixation, stubbornly ignores all commands  and will essentially reduce the player to a passenger/observer in the supposedly "player controlled" vehicle........i have lost countless vehicles because the computer would refuse to let me move the unit or it would ignore new target commands....for instance a higher priority target popping up. 

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58 minutes ago, MikeKiloPapa said:

The option of disabling or at least temporarily overriding the AI (all of it) in player controlled vehicles. The AI often seems to suffer from severe target fixation, stubbornly ignores all commands  and will essentially reduce the player to a passenger/observer in the supposedly "player controlled" vehicle........i have lost countless vehicles because the computer would refuse to let me move the unit or it would ignore new target commands....for instance a higher priority target popping up. 

You know about the "t" key right?

 

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On 6/16/2019 at 11:24 AM, stormrider_sp said:

Lately I picked up from a local library a book called Tigers in the Mud and that got me really excited about WW2 tank warfare. I wish we could have those in Steel Beasts, in fact, more than ever, I wish that we could MOD our own tanks in.

Try "Panzer Elite Special Edition" (GOG) with mods (Ostpak Redux). It´s only €5,39 at GOG.

 

Red

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8 hours ago, DarkAngel said:

You know about the "t" key right?

 

Yes of course i do🙄......the "t" only gets the TC of your back when you are in the gunners seat.....and only for a few seconds at that.........What i am talking about is that when in contact with the enemy , the AI never completely lets go of the player controlled vehicle, even ignoring or resisting player issued commands.......one can literally see the opposed programming "fighting" each other in the vehicle behavior.  I surely can not be the only one to have noticed this ? Its been that way for long but its been getting gradually worse as the AI has become more advanced in later SB versions.

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