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Steel Beasts: Content Wish List

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I haven't read through all 279 pages of this topic, so please tell me if it has already been mentioned.

One thing I would like to see is exploding or disappearing trees and bushes after an artillery strike.

At present you can pour HE and ICM all over a forest and nothing happens, it still looks like it did before the strike and gives the same amount of cover.

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28 minutes ago, Brakefan said:

I haven't read through all 279 pages of this topic, so please tell me if it has already been mentioned.

One thing I would like to see is exploding or disappearing trees and bushes after an artillery strike.

At present you can pour HE and ICM all over a forest and nothing happens, it still looks like it did before the strike and gives the same amount of cover.

terrain effects of artillery and other munitions would indeed be nice. (altough ICM would not do much in that regards anyway...there a model for leaving behind UXO risks for own units after the strike would be nice)

Hope there is a way to implement that without too much strain on the games performance...

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3 hours ago, Brakefan said:

One thing I would like to see is exploding or disappearing trees and bushes after an artillery strike.

Me too.

The problem lies in certain data structures (we need more bits in a certain byte than we have, and you can put only eight into one), so this is probably something we can address only with a new engine.

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Wish:

1. A copy and paste feature in the map editor

2. More structure 'blocks' (more than a single building object, example: Object 167)

 

Object 167:

image.thumb.png.a12d630a9b02970de716d16a5cfaf5f1.png

 

 

Example:

3d fbx buildings city block architectural | City block, Building concept,  Building

 

 

 

I will never be able to complete this map with the current limitations of the editor. Hand placing every building is insanity. 

 

image.thumb.png.9550bc40bcd509b7cda848316f2b5921.png

Edited by Apocalypse 31

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On 10/13/2020 at 12:51 PM, Ssnake said:

Me too.

The problem lies in certain data structures (we need more bits in a certain byte than we have, and you can put only eight into one), so this is probably something we can address only with a new engine.

Will artillery make craters in the new release as IED's do now ? or do Artillery craters create the same problem as exploding trees and bushes etc.  ?

 

Edited by Parachuteprone

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Because of the wider implications and complications that artillery cratering causes, we decided to postpone the introduction of the feature. Deforming the terrain is one thing, making computer-controlled drivers react adequately to cratered terrain is quite another.

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30 minutes ago, Parachuteprone said:

Will artillery make craters in the new release as IED's do now ? or.  ?

 

Actually, I shouldn't be asking about release info that you haven't mentioned yet so my new question is -  do Artillery craters create the same problem as exploding trees and bushes etc ?

 

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1 minute ago, Ssnake said:

Because of the wider implications and complications that artillery cratering causes, we decided to postpone the introduction of the feature. Deforming the terrain is one thing, making computer-controlled drivers react adequately to cratered terrain is quite another.

Ok thanks for the reply

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Wish: The ability to sort the position selection screen by PLATOON, and by callsign.

 

image.png.d46aa3c6ba84d2b1d5f4458b31b9f7f5.png

 

The sort-by-Company feature was nice. It would be even nicer if we could see the platoon callsigns lined up.

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Please remove the "Template does not fit" restriction from the mission editor. As you can see in the screenshot below, it has plenty of space to fit yet a dozen more battalions if the scenario author wished to do so, which means that currently, the restriction is not dependent on the scenario size or number units but on a fixed presumption. For example, one can insert one full Motorized Rifle Regiment consisting of 4x full battalions, but cannot insert 3x individual battalions. (?!)

 

Please, remove this restriction altogether.

 

SS_10_17_42.thumb.jpg.0ef603cebaa90632bd11ec77923de680.jpgSS_10_36_17.thumb.jpg.3d2c5d78179b6e3df64d0e002d1114e4.jpg

Edited by stormrider_sp

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No.

The problem is that adding such a template would potentially violate double combatant IDs and possibly overflow the max number of allowed units. Once that you have more than callsigns from a single company, it's considered a "max size" template and the current solution is the only safe implementation.

Stick to company scale templates with nothing but a single company's callsigns, and you can compose your larger formations as you please. Once done, save them as a BN task force. But only then.

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Be nice to have the sound of rain when outside of the turret on a rainy day, and the slight sound of snow hitting metal in a storm.

It would have no gameplay value but would be great for immersion.

 

I should add : There is the sound of Thunder in game now.

 

 

Edited by Parachuteprone

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23 minutes ago, Ssnake said:

You want a Headless Thompson Gunner?

Is the picture you see different from what I see ??? Or am I not getting something?

Edited by Grenny

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I wish the M113AS4 commander would stay in the turret and use gun in the same way that BTR gunners do. I guess the behaviour is the same as the other M113s without the turret- very reluctant to stand up and man the weapon.

Maybe an item for bugzilla.

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4 hours ago, Grenny said:

Is the picture you see different from what I see ??? Or am I not getting something?

 

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Now thats a piece of cultural reference, i was totaly unaware of...

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A pilot able Apache Long Bow Attack Helicopter with associated armaments

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25 minutes ago, JLS02 said:

A pilot able Apache Long Bow Attack Helicopter with associated armaments

It's in the Pro version. I wish we could have this too.

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