Apocalypse 31 Posted September 25, 2013 Share Posted September 25, 2013 Love the new buildings! Functional windows and interiors make infantry occupation much better. Will the team continue to develop the buildings and add/update more? Larger buildings still lacking functionality. 0 Quote Link to comment Share on other sites More sharing options...
Invader ZIM Posted September 25, 2013 Share Posted September 25, 2013 I like it too, but how do I get my infantry to enter the buildings? 0 Quote Link to comment Share on other sites More sharing options...
enigma6584 Posted September 25, 2013 Share Posted September 25, 2013 I like it too, but how do I get my infantry to enter the buildings?Place an end waypoint next to the building. Defend waypoint if you want them to enter and occupy the lower part of the building. Hold waypoint if you want them to enter and occupy top floors. Guard waypoint if you want them to stay outside but near the building. 0 Quote Link to comment Share on other sites More sharing options...
Invader ZIM Posted September 26, 2013 Share Posted September 26, 2013 thanks for that enigma, appreciate it! 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 26, 2013 Author Share Posted September 26, 2013 Place an end waypoint next to the building. Defend waypoint if you want them to enter and occupy the lower part of the building. Hold waypoint if you want them to enter and occupy top floors. Guard waypoint if you want them to stay outside but near the building.I'm finding that with 3.0, the DEFEND order will have them occupy even the second floor. 0 Quote Link to comment Share on other sites More sharing options...
enigma6584 Posted September 26, 2013 Share Posted September 26, 2013 I'm finding that with 3.0, the DEFEND order will have them occupy even the second floor.I haven not yet tried that myself but that was what it used to be. Considering how the infantry has indeed been revamped, I'll have to take another look at exactly what they do with what commands. Began experimenting with some of this last night. Big improvement for those of us who love dealing with company plus mech infantry formations. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 Yes, IIRC "old way" has been adjusted. Instead of preferring floors, what it does is it orients on your BP orientation. I believe in the past it used to try to secure 360 degrees of the structure which was just too ineffective. So, if you tell the squad to defend towards the north, it will man all positions available in the building to fact that perspective. If the building is small, this means that it will populate roof, floor, middle levels, etc in order to accomplish that. If the building is even smaller, then it will occupy positions to the left/right as well (east/west in this case). In other words, the only thing that matters now is BP orientation, Hold and Defend will both occupy the building. At least that is what I can remember of it. SBwiki will need to be updated on this either way (at some point)... 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 26, 2013 Author Share Posted September 26, 2013 A good tactic in first person mode is to run up to the building you'd like to occupy then press E (battle position) and your troopers will run into the building. 0 Quote Link to comment Share on other sites More sharing options...
wolfstriked Posted September 26, 2013 Share Posted September 26, 2013 Interesting!! Right now I just build simple missions where I am tasked to attack a town and I place a few platoons of enemy tanks.If there was enemy infantry in the buildings then that ups the game considerably. Gotta also add in some civilians to add to the atmosphere. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 26, 2013 Members Share Posted September 26, 2013 ...which is laughably easy with source and drain regions. 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 26, 2013 Author Share Posted September 26, 2013 ...which is laughably easy with source and drain regions. I haven't messed with it yet, but I think using the source and drain method might be effective for simulating enemy patrols in a and around strongholds 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 27, 2013 Members Share Posted September 27, 2013 The smaller the source and the drain regions are, the more control you have about the path that the spawned units will take (they will always attempt to find the shortest route). As you can create multiple spawn and drain zones you may indeed be able to create the desired effect, yes. They are one feature with many applications. 0 Quote Link to comment Share on other sites More sharing options...
markh Posted September 27, 2013 Share Posted September 27, 2013 ...which is laughably easy with source and drain regions. Hi Guys Ssnake, I cringed with a little embarrassment when I saw your comment. Sorry about being a little slow on the uptake, but, I have read the v3 manual and still have no idea how to create a scenario with "ambient civilians". I can make a simple blue versus red mission in the editor but I am lost as to how to create neutral civilians randomly moving. Is there some set of instructions I have not yet located or can anyone point me in the right direction on this function? 0 Quote Link to comment Share on other sites More sharing options...
Lt DeFault Posted September 27, 2013 Share Posted September 27, 2013 ...I am lost as to how to create neutral civilians randomly moving... Here's one way to do it: Create region(s) (size/shape doesn't matter) where you want the 'actors' to spawn. Create region(s) where you want 'actors' to move to. Create a sample group of 'actors' somewhere out of the way, preferably off map. Right click the spawn region(s) and use the options to select and set the behavior of the 'actors'. ...and that's it! 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 27, 2013 Members Share Posted September 27, 2013 Well, there are two or three more mouse-clicks to be honest - like setting the spawn rate, the clone pool size, whether they follow roads mostly or choose the direct path. I recommend using the "Bulk Create Civilians" option when creating a new unit so you have diversity in the group. Try it out. You'll quickly get the hang of it. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted September 27, 2013 Share Posted September 27, 2013 Also a good idea to create them as another "side". Not a good idea to have "Red" or "Blue" civilians. 0 Quote Link to comment Share on other sites More sharing options...
markh Posted September 27, 2013 Share Posted September 27, 2013 Thanks for the prompt responses. I will try it out now. 0 Quote Link to comment Share on other sites More sharing options...
rump Posted September 27, 2013 Share Posted September 27, 2013 In regard to spawning civilians, I found that creating a big (covering the whole town) spawn zone and using that same zone as drain creates the most random look. (also set 'Use random distribution' in the spawn zone setting).If you create a small spawn zone with a drain zone somewhere else you'll see civilians walking in single file lines. 0 Quote Link to comment Share on other sites More sharing options...
Members Retro Posted September 27, 2013 Members Share Posted September 27, 2013 Yeah I think that would be more useful to simulate heavy traffic on a highway etc.. 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted September 27, 2013 Share Posted September 27, 2013 ...which is laughably easy with source and drain regions. What is a source and drain region? Which begs the question: Might eSim make available the 3.0 manual for perusal by the few of us who haven't yet decided to upgrade from 2.654? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted September 27, 2013 Share Posted September 27, 2013 (edited) What is a source and drain region?Well the "source" is where these guys/gals spawn.The "drain" is where they disappear (and then spawn back at the source location again).Which begs the question: Might eSim make available the 3.0 manual for perusal by the few of us who haven't yet decided to upgrade from 2.654?As for the manual my understanding is that its currently being "worked on" and will be ready in a while (my bet - with no basis in fact, is sometime before Christmas).Currently, the reference is the current manual + the release notes + Wiki + Q&A here. Edited September 28, 2013 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
MAJ_Fubar Posted September 27, 2013 Share Posted September 27, 2013 Any user created region can be used as a spawn or drain though the regions right-click context menu. Damn, and here I thought I was typing fast... 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 27, 2013 Members Share Posted September 27, 2013 What is a source and drain region?Which begs the question: Might eSim make available the 3.0 manual for perusal by the few of us who haven't yet decided to upgrade from 2.654?At this point I can only offer the Steel Beasts Wiki, and the Release Notes (they are already public, and they are more than just advertisement, they also describe new features in a level of detail that goes beyond sales bullet points (though probably don't satisfy the demands for an actual user manual). 0 Quote Link to comment Share on other sites More sharing options...
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