WARNO
WEST FULDA 1.0
Silver  [developer] 13 Nov, 2024 @ 12:49pm
Feedbacks / Known Issues
Known Issues :
- On the update day only, Steam may let you play with someone that doesn't have his map updated (!), and that will lead to desyncs.
Easy fix : unsub and then sub the map again, it forces steam to download the latest.
- Some Highway and Railway segments aren't completly leveled yet (they will be overtime)
- While some town/villages are completely finished, some other have a placebo representation for gameplay testing (same surface & density). These will be enhanced over time.
Last edited by Silver; 21 Dec, 2024 @ 8:13am
< >
Showing 1-15 of 18 comments
--Nico-- 2 Dec, 2024 @ 1:21am 
Hi, good map, i notice something on the 4v4 version, where we spawn on the highway and want to go to the right side of the map, vehicule just jump from higway to the road on the crossing with bridge over highway.

Otherwise i tried both version and maps are really cool with elevation and lots of small treeline, good job
Silver  [developer] 2 Dec, 2024 @ 10:53am 
Originally posted by --Nico--:
[...] vehicule just jump from higway to the road on the crossing with bridge over highway
Thats indeed a known issue.

The core of the problem is that the pathfinding algorithm doesn't detect differences in altitude between Edges (in this case, roads), and as soon as they cross, it considers this a Node => a potential fork.

However, I have a workaround, already in place in other spots. It consist of proposing an alternative route to the algorithm, shorter than jumping off a bridge :p
In our case, a well-placed freeway exit ramp. This doesn't prevent jumping, but it does make it much rarer.

And thanks again for the feedback, because despite my efforts, I didn't spotted the issue at that specific location in time.
Last edited by Silver; 2 Dec, 2024 @ 11:35am
Leser97 5 Dec, 2024 @ 10:51pm 
On there 2v2 map version (so probably also on the 4v4) there is road that leads to the highway, but does'nt connect with it, so during fast move units take a route around, and not through the highway.
Silver  [developer] 6 Dec, 2024 @ 7:10am 
Originally posted by Leser97:
On there 2v2 map version (so probably also on the 4v4) there is road that leads to the highway, but does'nt connect with it, so during fast move units take a route around, and not through the highway.

I'm working on those, as indeed they cause unnecessary exposure with longer road that goes through frontline. As it affect survavibility only for 1 side, it needs to be fixed.

2 different fixes :
- Add the highway entry/exits that exist IRL at that location
- Add a hidden pathfinding to connect roads to highway, so they do that little 20m offroad to connect both.

Most of these are implented and being tested. They'll be in next update.
Lateralus 6 Dec, 2024 @ 2:34pm 
Would you consider adding this variation to the 4v4 version, it makes the middle point slightly less important, and in rare games you could have big comebacks if one team gets pushed all the way to their back zones. https://i.imgur.com/imBBI9T.png
DarkStar 7 Dec, 2024 @ 12:31pm 
PROS:
-Authenticity: The map just looks and feels real. The attention to detail and accuracy lends itself to the immersion and the overall theme of the game.
-Terrain Masking:The micro terrain also allows you to do so much more with infantry. Squads can use depressions to conceal their movements and approach targets that would otherwise be inaccessible to infantry out in the open. Infantry (and by extension, light armor) players have a new range of tactical options to consider and aren't confined to forests and towns.
-Importance of aerial recon and SIGINT: the terrain actually benefits the use several other types of recon. Obviously aerial recon becomes more important, but it also gives the new SIGINT units time to shine here.
-Emphasizing the tactical importance of high ground: The difficult terrain makes elevated positions so much more important and provides the players with more strategic locations to fight over. Aside from command zones and choke points, elevated areas are given more thought because of their enhanced importance to recon.

CONS:
-Micromanagement: yes, the 'microterrain' as you called it, means more micro for your more vulnerable forces. In small games with multiple points of contact that require your attention, its easier to lose expensive units to dumb preventable deaths because they rolled into an Anti Tank squad that was recon couldn't spot behind a dip.
-Recon: ground recon has a HARD time in the rolling hills. If your used to a single recon unit locking down an entire km of flat ground, your going to have a hard time adjusting here. From a realistic standpoint, thats obvious. But from a gameplay perspective, it can be frustrating until you reteach yourself.
Silver  [developer] 7 Dec, 2024 @ 4:53pm 
@Lateralus : While i see your point to reduce the impact of having the middle point, I can't resolve myself to put high points that close to spawns.
But yes, there is something to do. I just can't put my finger on it. Maybe downgrading the middle from 2 to 1 point ?

@DarkStar : Thanks a lot for the feedbacks, and I agree with em.
I didn't thought about the SIGINT tho, good point!!
And yes, this map had me put back Helo recon in my decks xD.

Amongst the reasons I picked that location was :
- to have an excuse to use topographic datas (NASA DEM database with 30m precision in this case).
- As a proof of concept that terrains don't have to be flat, if you are careful (even though I know it can get out of hand very quickly).

Fulda's rolling hills are a sweet spot between flat terrain and the hell of rugged terrain. And it has the 'historical' bonus.
Last edited by Silver; 7 Dec, 2024 @ 5:00pm
DDR 8 Dec, 2024 @ 1:24am 
Beautiful map absolutely perfect in topography, I like the different terrain with the hills, yes it's true micromanagement can be difficult, but after all in reality it is like that with the slow and realistic mods it is exceptional to play. by any chance do you have any plans in the future for some maps of the Berlin Wall and East Germany? anyway congratulations for your hard work
Silver  [developer] 10 Dec, 2024 @ 6:25am 
An issue i've been working on the past days, happens only in the 4v4 Malkes, and only when AI spawns on east side : they tend to all pick the same objective, and you end up with a massive force converging to Lutterz.
Fixing that is my top priority for now.

Edit : Its fixed :D
Last edited by Silver; 21 Dec, 2024 @ 8:18am
Phantom Hawk 18 Dec, 2024 @ 8:51am 
Sound effects (units, map ambiance, the weird radio noise) don't seem to play on this map, any one else have this issue?
Silver  [developer] 18 Dec, 2024 @ 11:03am 
What you describe seems to refer to "AMBIANCE",which is different from Sound Effects ("SFX" in audio options).

While SFX are working fine for everyone, I indeed never actually configured an Ambiance preset (only because I've never paid attention to them, since they're reduced to 30% in my game).

Thanks for the feedback, They'll be added in the next patch !
Phantom Hawk 18 Dec, 2024 @ 11:14am 
Thanks for the reply, to clarify I don't just mean the map ambiance, I mean the everything on the map is silent, unit movment, explosions etc. Does the ambiance preset cuase all of this?
Silver  [developer] 18 Dec, 2024 @ 1:57pm 
Originally posted by Phantom Hawk:
Thanks for the reply, to clarify I don't just mean the map ambiance, I mean the everything on the map is silent, unit movment, explosions etc.

Ok then both your SFX and AMBIANCE aren't played.

Edit :
It seems to be a NORTHAG DLC issue
that may affect ALL custom maps. Not everyone has the bug, nor everytime, so it's inconsistent.
I guess Eugen will address it ASAP.

In this case, and as you're the only person who has reported this problem (so far), the issue most likely comes from your game.

Are you running any other mods with the map? If yes, which one(s) ?
If not, i recommend you to Verify your game files.

Some leads to follow :
- My first suspect would be a gameplay mod (map mods can't touch sound files).
- My second suspect would be corrupted game file(s), locally (on player's computer). For example, during NORTHAG update download/patching process.
- If I had to guess a third potential culprit, I would look at game's config files, which aren't always fixed by Verifying game files.


Originally posted by Phantom Hawk:
Does the ambiance preset cuase all of this?

Edit : Actually that could be a common factor in custom maps that are hit by this bug. I'm going to push my update sooner with an Ambiant preset to see if it works around the bug.

I doubt it : There is no ambiant preset in current version (nor in previous ones), and nobody reported this issue during all our tests, nor on youtube or in the comments (while according to your description, it would be hard to miss!)

If you can, keep me informed of your progress.
If anyone else has this issue, please report it here!
Last edited by Silver; 18 Dec, 2024 @ 3:37pm
Snoman 18 Dec, 2024 @ 2:20pm 
Me and my friends that just subscribed to this map are all also not getting any SFX. On the plus side, we learned how much we rely on audio cues from the game. On the downside, missing the SFX meant battles would develop that we didn't notice at first, because we couldn't hear them :(.

Vanilla with just this map and Playmobill's map mods running. Seems unlikely we all have the same corrupted game files. Audio is fine on other maps.
Last edited by Snoman; 18 Dec, 2024 @ 2:50pm
Silver  [developer] 18 Dec, 2024 @ 3:05pm 
UPDATE :
It's a NORTHAG DLC issue.
ALL custom maps are concerned, from what've been told..

I'll push an update with an Ambiant preset to see if it workaround the issue, until Eugen fixes it, but I personnaly didn't had the bug even once, so it isn't consistent, nor for everyone.
Last edited by Silver; 19 Dec, 2024 @ 5:49am
< >
Showing 1-15 of 18 comments
Per page: 1530 50