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Otherwise i tried both version and maps are really cool with elevation and lots of small treeline, good job
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.
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.
-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.
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.
Fixing that is my top priority for now.
Edit : Its fixed :D
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 !
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.
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!
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.
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.