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by ilias
Wed 16 Aug 2017 16:16
Forum: Wargame : Red Dragon
Topic: Heavy equipment logistic
Replies: 20
Views: 1964

Re: Heavy equipment logistic

kids, when anyone will finally make some commercially available strategy game thinking only about realism, and do not placing attention on scab like: "I do not like slow units".. Because then it is not a game anymore. 'simulation game' Real modern warfare is great, interesting game why no...
by ilias
Wed 16 Aug 2017 16:04
Forum: Wargame : Red Dragon
Topic: Heavy equipment logistic
Replies: 20
Views: 1964

Re: Heavy equipment logistic

kids,
when anyone will finally make some commercially available strategy game thinking only about realism, and do not placing attention on scab like: "I do not like slow units"..
by ilias
Sun 13 Aug 2017 12:05
Forum: Wargame : Red Dragon
Topic: Heavy equipment logistic
Replies: 20
Views: 1964

Re: Heavy equipment logistic

How about the time it would take to move artillery units. Should be a 15 second wait in position before artillery SPH can move..... "The CAESAR can be set into and out of action in less than one minute. Brief redeployment time allows to avoid counter-battery fire. Vehicle can be also used on s...
by ilias
Wed 9 Aug 2017 12:46
Forum: Wargame : Red Dragon
Topic: "light" riflemans ridiculosity
Replies: 32
Views: 3905

Re: "light" riflemans ridiculosity

sadly what speeds of infantry increased in game
by ilias
Mon 7 Aug 2017 08:58
Forum: Wargame : Red Dragon
Topic: Heavy equipment logistic
Replies: 20
Views: 1964

Heavy equipment logistic

Would be awesome if Eugen would fix some logical issues happening because of current too abstractive Heavy equipment logistic (Heavy vehicles have 110km/h speed on roads) like: armor assaults, support, reinforcings with any tanks on 110km/h speed (No one modern heavy military tracked vehicle able to...
by ilias
Sat 5 Aug 2017 10:02
Forum: Modding
Topic: Modding Questions Thread
Replies: 1590
Views: 183352

Re: Modding Questions Thread

is it possible to edit explosion radius separately from damage (HE ammunition) ? Within TAmmunition references are many individual values for what you want. I'm not sure how damage scales with explosion radius though I assume it's a linear area of effect. Arme : The armor damaging capacity (multipl...
by ilias
Fri 4 Aug 2017 18:57
Forum: Modding
Topic: Modding Questions Thread
Replies: 1590
Views: 183352

Re: Modding Questions Thread

is it possible to edit explosion radius separately from damage (HE ammunition) ?
by ilias
Wed 2 Aug 2017 23:53
Forum: Modding
Topic: Graphical scale upgrade
Replies: 10
Views: 1629

Re: Graphical scale upgrade

Bu.. all models, (including houses, trees..), user Not only is that impossible as far as I know, it's also not gonna look good at all. Assuming that models are located on the map by coordinates, you would have larger spaces between the trees, models like docks are gonna be smaller which in turn wil...
by ilias
Wed 2 Aug 2017 08:47
Forum: Modding
Topic: Graphical scale upgrade
Replies: 10
Views: 1629

Re: Graphical scale upgrade

The W:AB Noob wrote:Bu..

all models, (including houses, trees..),
user
by ilias
Tue 1 Aug 2017 08:27
Forum: Modding
Topic: Graphical scale upgrade
Replies: 10
Views: 1629

Re: Graphical scale upgrade

Distances in Wargame are displayed 3.5 times what they actually should be. Download the Sandbox Mod - I included an XML script that changes that which you can try out for yourself. What.?, no, no no no no no, not the measurement display, the models size, what a hell, in the game that numbers been i...

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