Thursday, June 30, 2005
If I ever rejoin the HC
It wont because of that fiasco.
A small squad SIMULCAPS Pannigan. They fight for a good long time, and get yo 85% on the bunker.
HC BEF commander REMOVES the AO. They go aginast the wishes of the OiCs on the ground.
An AO becomes avilable 4 minutes later after Paal falls. Utter crap.
HC argues that Pannigan is undefeinsbe because it has 3 FBs to it. HC then wants to TAKE Hasselt that has 5!!!! Complelte Hypocriacy. The playerbase is NOT the HC's playthings to do with what they want, no matter whan they may think.
Even if you take Hasselt with No armour to do it, it will take an hour and a half, and you'll be stuck ALL NIGHT defending it. You can hold hasselt or take St T. Choose one, because you cannot do the other. Wre could have taken Huy AND Bouleiit by now.
I supose I should be happy that we're winning so much I can complain about this. But it's not an isolated incerdemt, and it wont be the last time either.
WWII Online :: View topic - Kill bug not fixed
I did not know tracks count as a kill!
WWII Online :: View topic - Kill bug not fixed: "DOC
CORNERED RAT
Joined: 01 May 2001
Posts: 6683
Location: Fort Worth, TX
PostPosted: 30 Jun 2005 09:29 Post subject: Reply with quote
These are what comprise a critical kill component:-
You must destroy a critical component. First plink not the case, first to kill the first critical component.
They are:-
Planes (any of the following)
_____
Wings
Rear Fuesalage Failure (being added as I write)
Engines
Guns
Pilot
Tanks (any of the following)
____
Engines
Main Gun
Gunner
Driver
Tracks
Boats (any of the following)
____
Engines
Guns (all must be destroyed in groups, ie: main 5' or AA)
Flotation ability (it will sink if successfully destroyed)
ATGs and AAGs
___________
Gunner AND Commander (both)
Gun itself"
WWII Online :: View topic - Saved by the system!
WWII Online :: View topic - Saved by the system!
xoomxoom wrote:
Allies, you guys have to understand that the Axis playerbase is suffering and has been a helluva lot more than you guys. Because of a historical hierarchy being so valued and taken care of, that we have no control of. Grant it, things are not looking good for the Axis.
Oh my gawd, the axis lost every map for the lasp 6 months! Oh the suffering! Oh the humanity! The axis have lost the factories and are are now surly doomed! Cry! Cry for the poor people!
Not. LAST map we buffered Eindhoven and you took it all back 3 days later and we were back in Antwerp.
Quote:
Amazing also, how your attempt on Paal failed miserably. HA, pwned.
If you're talking about the Paradrop we had 20 Paras but no tanks or ATG's, We took 2 depots NEXT to a fully supplied and resourced AB and held it for 11 minutes, Not too shabby. But you did beat us. The wars not over yet, and we are not yet at Kursk. Metz may have been the axis Stalingrad, but there will be more axis success. You may still win.
But I hope not. The cycle is over and restarting, and this time the allies plan on winning.
WWII Online :: View topic - Holy Cr*p Up North?
WWII Online :: View topic - Holy Cr*p Up North?
Axis whining reaching new hights.
I shouldn't get cocky, the IIIH may yet stop us at Eindhoven.
Allied Headquarters :: View topic - Last night
Allied Headquarters :: View topic - Last night
I think we took 9 towns today. My gawd. Eindhoven HELD because the axis hordes fiannly overun Metz. And then lost 3 towns while defenind Eindhoven.
Wednesday, June 29, 2005
Cheap Suits
We're on the gates on Eindhoven. It will fall tonight.
We took Ersel and NOTHING spawned in till 3 minuets AFTER we took all depots! 10 Sappers and a 2 pounder waited for each panzer to spawn. TAXI!
Rembember this time. Rermber it well, as I the BEF has not run riot like this for over a year.
Revenge is sweet.
Google Earth - Home
Google Earth - Home
I CAN SEE MY HOUSE FROM HERE.
In fact, I could say mt latatuite and longtitude. At this very moment.
Tuesday, June 28, 2005
Numbers in the north, the sh.. hit the fan
WWII Online :: View topic - Numbers in the north, the sh.. hit the fan
Yep they did. All 4 linking towns to Breda, then an epic 4 hour battle for Breda. A walk over in Osterhout.
Meanwhile the french are collapsing as usual.
We just got spawnable in Glitz. Someone sent the axis the bomb.
UPDATE: Glitz Allied. Also got this. I suspect it was a Panzer II I destroyed in the W AB Breda minutes before it fell.
WORLD@WAR
Combat Engineers, A Tough Breed
AARS from the field hilight the role combat engineers are playing to help defeat the Axis forces.
British Sapper Comstar describes his latest mission, "I used cover as best I could, attacking tanks from behind and lobbing grenades at trucks and troops. My commanding officer confirmed I killed 1 Light Tank in 5 minutes."
With fighting men like this, Allied forces are assured victory!
A short day 3
Very quiet day at work. So quiet they let me go home early. Ever.
Muffed up an attack on steen. They knew we were coming and the armour was comiited way to early. Whoops. Catalogue of errors.
Succsuffl defence of rossendale.
Sunday, June 26, 2005
Day 2. A failed a fallback, and a oppotuinity cap
Defending Kalm I KNEW this would be a good time to activate my plan. It worked, by luck, but it worked.
Panzers all around Kalm. 2nd attempt got a beddy out and took the long way to Wurst. After some argument, BEF command took a risk and gave me the grob AB. Set up MSP to Wusrst and infantry started to stream off.
The attack on Kalm lesserend, then stopped.
And I CTDed taking the MSP with me. Got back, to see axis were in fallback. Damm.
Came back, orgaianzed MSP to the Roos FB. AS we blew it, some unsung hero capped the spawnable in Wurst WHILE THE AXIS WERE IN FALLBACK!
WOOT. Got armour into town, 2 kills and 4 dead panzers. Had a heart stopping moment sneaking up on a 232, come over a berm, to find out my gun couldnt depress fdar enough down. Then once I got over the Berm my gun couldn't came up high enough. Fiannly got the 232. Whew. Blew up a IIIF after 16 shots to the rear. Turned a cornor to see another 232 firing at me. Chase after him as he backs upp...and see 2 MORE IIIF's around the cornor! Blow up the the 232, then the first III (which is blocking shots from the 2nd one) and then die to the last IIIf.
1st wave of armour died, and 4 or panzers were in town. 20 minutes of combat trying to get past the panzers and get the MSPS up faster than they get knocked down
Then the axis took the AB. 2nd Wave of armour arriived and for the vital 10 minutes where NO enemy could spawn, capped the Osstmalle depot. Someone capped the N depot and I killed the last EI in the bunker. Wurst was ours!
Thank you, GHC. And bruner67 who gave me the AO. My plan worked.
Next target. End up with 30 paras on baord. OTW, Bigass points out with this amount of paras, we could take Krabensjike.
So we did. It was heavilly attried from eailier today, and was down to rifles. Fell in 22 minutes, they capped one depot back as the 2nd wave of paras arrived.
WOOT.
Update: Grob was next. Camped with ease, I suspect all the axis were down taking Metz as usual.
Did a bombing run, whicvh took a lot longer than I expecrted and didn't amount to much. Ugh.
Tried Osstmale, but I don't think it'll go before the BC wakes up.
Day 1 of Campgain 21
Took longer than expected. I suspect the axis planning took a bit longer than normal, so the rats gave them time to prepare.
There is NO allied plan annunced as yet on the allied fourms. Typicall.
Appenryl BRIGADE CHAT is too non-secret to tell the brigade members the plan. AGHHHHHHHHHHHHHHHH
Axis attemrpted camp at Tienin and Asshort. We defteated Tineian, but the camp worked in Ahssort. Dammit.
Saturday, June 25, 2005
Daily Kos: Prepping for Afghanistan
Daily Kos: Prepping for Afghanistan
US National Guardsman's review of training for Afghanistan. Interesting reading, they seem to spend a lot of time negoitating with the locals.
1.19 inital thoughts day 2
Ai AAA fires at 4 KILOMETERS. Ye gawds. Ju52s are now sucide bombers.
Missons are working better.
Towns require BDEs to be located at them. AHC needs to draw everyone a map showing where the brigades are.
Friday, June 24, 2005
One target = 1 Brigage per Branch
Allied Headquarters :: View topic - One target = 1 Brigage per Branch
Right now there is an BEF atttack on 1 town from 2 FB's, and a Para unit.
On 4 different Brigades!
Talk about mis-commincations.
I suggest it be made offical doctrine that whatever the target AO is, only ONE brigade be the offical briagde to attack said town. When the .allied is put up and when the AO is placed, only one brigade should be used. This makes it easy to MSP's up, numbers involved, whos leading what, and makes commincation eaiser.
_________________
WWII Online :: View topic - Ok folks, read about the new UI and the games future.
WWII Online :: View topic - Ok folks, read about the new UI and the games future.
KILLER wrote:
Who says we won't. One of ideas we've been kicking around is an instant action button that just dumps you out of either a depot in a contested town or a mobil spawn truck.
YES. Also: Give a list of What Brigades HAVE a MSP up and which town it is. Boom, instant: Brigade Action Finder.
Quote:
Were also seriously considering letting mobil spawn drivers despawn from their trucks, to get more guys driving them out there to set up MSP's.
YES. The more MSP's the better. Might also help them get setup by defenders too.
Quote:
We may also lower rank requirements to post missions, but one patch night is not enough to know how much that's needed.
YES. Low level players need to be able to post low level spawning equimpment missons, OR, If there is X amount of players in a Brigade, and Y amount of players who can post missons, dynamicaly lower the requirments.
1.19 inital thoughta
Mabye it's because I'm using new logitech headphones, but I can't hear sounds directly in front of me. Makes flying easy though.
Graphics are better. SUN is cool. FPS varies from 15-30, but I'm on max level no shadows. Turning off the compass increases FPS 3-5. For some reason I think this is realistic.
CHAT is WAY too small.
CHAT BOX is WAY too small.
There wasn't an air misson to the town the BEF was attacking, and I can't make a air misson myself in the RAF myself!!. FARKING HELL.
Sounds are good (bar strange bug mentioned above). WTFG Mike. Bullets flying around are cool.
AI is deadly. Yeikes.
Ground COMBAT is the same as 1.18. Only if you're the misson POSTER you're stuck spawning in the same location each time.
So far, it gets a 7/10, but needs work. More like an Open-Open Beta still
I will not recite alligence to the Federation of Planets
Beauty Dish
Mothers Son is suspended from school for reciting the Plege of Alligence....to the United Federation of Planets
I pledge allegiance to the flag of the United Federation of Planets, and to the galaxy for which it stands, one universe, under everybody, with liberty and justice for all species.
Something Bart Simpson would have to write 50 times on the chalkboard huh.
Thursday, June 23, 2005
WWII Online :: View topic - V119 Release Read Me
That's a big readme. 1.19 has some flaws, but overall it's a very good patch.
WWII Online :: View topic - V119 Release Read Me
We are preparing the patch to 119 for release. This is going to be a very large patch, around 100mb. There are a lot of changes in the game, the biggest by far though is brigade and persona based UI and spawning. This will fundamentally change the game as players will no longer search the map for "where" to play but will look for "who" to group with by joining a brigade and going on the missions that the brigade has posted. The game in all respects will be a more local, more personal experience and one which we are glad to finally unveil.
We hope you enjoy the patch.
=====================
World War Two Online
=====================
Version 1.19.0 (06-22-05)
Infantry:
-Added new infantry FPS arms and retextured hands
-Added Officer (Mission Leader) avatars for Britain, France and Germany
-Command avatars will now show regardless of infantry load out chosen
-Officer (Mission Leader) avatars will now show regardless of infantry load out chosen
-Added decals for "Day 1" support
-Added collar tabs on German infantry tunic
-Replaced old idle animation with 3 random animations
-Added new weapon mesh for MAS38
-Added new weapon mesh for g30
-Added new weapon mesh for k98k
-Added new weapon mesh for Enfield
-Added new weapon mesh for vb
-Added new third person German grenade model
-Added new infantry death sounds
-Added third person map reading animation
-Added new map object in third person
-Added new infantry death sounds
-Added new detailed footfall sounds
-Added new strafing animations
-Added new crouching animations
-Added crouch sprint
-Added animations to swimming backwards
-Added new loop timing to reduce skating
-Added new smoothing code to infantry animations based on velocity
-Added fire-button-holdown for ATR so you can delay recycles
-Added mouse wheel up/down as alternates for next/previos weapon to the default infantry.cfml file
-Audited all grenades for explosive energy, shrapnel dispersion, and shrapnel range with stat HE as the base
-Added new Axis knife
-Changed ATR ATP behavior match that of the LMG, Sprint allowed, at double cost
-Troopers will now stop moving when the map is up
-Third person infantry now face the direction of their velocity
-Fixed a bug where infantry could walk on water
-Fixed long-standing bugs with ATR walk/move states
-Fixed crouch/model rotate issue that was making the feet float off the ground
-Fixed a bug that could cause infantry units to delay being drawn
-Fixed a long standing bug where infantry eye points would stutter when no moving north or south
Vehicles:
-Added decal support to all vehicles except AT/AA guns
-Added historical sights to Stug commander and gunner
-Added armored glass to Daimler
-Added GP500 bombs to Hurricane II
-Added synched rate of fire to H81 and Bell14A machine guns
-Added HE to 2Pdr ATG
-Added HE to all 6pdr guns
-Added concussive resistance to all airplanes
-Added statistical shrapnel model to bombs
-Added oil pressure gauge to Spit I, Spit V and Spit IX
-Added some missing oil, radiator or transmission components to Crusader II
-Added some missing oil, radiator or transmission components PzIV
-Added some missing oil, radiator or transmission components Stug
-Added some missing oil, radiator or transmission components SdKfz 232
-Added some missing oil, radiator or transmission components A13
-Added some missing oil, radiator or transmission components H39
-Added some missing oil, radiator or transmission components R35
-Added fuselage blanking for guns to Bf110c
-Added fuselage blanking for guns to BF110c4
-Added fuselage blanking for guns to Ju87b2
-Added fuselage blanking for guns to He111
-Added fuselage blanking for guns to Blen Mk I
-Added new props (for sun glare)
-Adjusted ammo boxes on Fw190 to be consistent with other planes
-Adjusted ammo boxes on Hurricane II to be consistent with other planes
-Audited component mass and inertia for Crusader II
-Audited component mass and inertia for PzIV
-Audited component mass and inertia for Stug
-Audited component mass and inertia for R35
-Audited component mass and inertia for H39
-Audited component mass and inertia for S35
-Audited all turret traverse rates for historical records and consistency
-Audited Qf2pdr rate of fire to match historical record
-Audited roll rate for Db7 to match historical record
-Audited roll rate for Havoc to match historical record
-Audited D520 flight model
-Audited cowl gun load out and ballast weight on Fw190 (now 9oo RPG)
-Audited all propellers to have consistent damage levels by type
-Audited all .50cal MGs
-Audited down angle of rear gun in the BF110 series as gun was mounted on vertical adjustable coming
-Audited firewall in PzIV
-Audited firewall in Stug
-Audited firewall in SdKfz 232
-Audited firewall in Char
-Audited firewall in PzIV
-Audited firewall in Sherman
-Audited firewall in Vickers
-Audited firewall in Crusader
-Audited firewall in A13
-Audited firewall in Char
-Audited firewall in S35
-Audited firewall in R35
-Audited firewall in Stuart
-Audited firewall in H39
-Audited armor values in P38
-Audited PzIV floor armor values
-Audited armor values for Sherman driver hatches
-Audited armor value for Matilda front drivers slit
-Audited Flak 30 fuse timing to match other AA guns
-Audited crew damage objects in 6pdr
-Audited crew damage objects in Bofors
-Audited crew damage objects in Qf2pdr
-Audited crew damage objects in M157
-Audited crew damage objects in Mle25
-Audited crew damage objects in Mle38
-Audited crew damage objects in Mle47
-Audited crew damage objects in Flak 30
-Audited crew damage objects in Flak 36
-Audited crew damage objects in Pak 36
-Audited crew damage objects in Pak 38
-Fixed oil and temperature gauges in Crusader II
-Fixed oil, fuel and temperature gauges in PzIV
-Fixed oil, fuel and temperature gauges in Stug
-Fixed oil, fuel and temperature gauges in SdKfz 232
-Fixed oil, fuel and temperature gauges in Vickers
-Fixed engine sound location bug for Crusader II
-Fixed engine sound location bug for PzIV
-Fixed engine sound location bug for Stug III
-Fixed engine sound location bug for SdKfz 232
-Fixed a leak display bug in Crusader I and II
-Fixed a leak display bug in Stug III B & G
-Fixed a leak display bug in PzIV F & H
-Fixed a leak display bug in Pz IIc
-Fixed a leak display bug in Pz38t
-Fixed gauges on PzIIIF
-Fixed gauges on PzIIIH
-Fixed tank tread and sprocket on A13
-Fixed tank tread and sprocket on Crusader II
-Fixed tank tread and sprocket on Crusader III
-Fixed tank tread and sprocket on Char B1 Bis
-Fixed tank tread and sprocket on s35
-Fixed tank tread and sprocket on SdKfz 251 c
-Fixed a threshold on crew in the M4a2 that was not consistent
-Fixed gun sight deploy in SdKfz 232
-Fixed bow gun range adjusting from main gun sight in Pz38(t)
-Fixed ride point issue on PzIVG
-Fixed PzIVG target reticule display bug
-Fixed PzIVG turret "bustle" not showing hit effects
-Fixed PzIVG interior art (hand cranks) anomaly
-Fixed StuG IIIG commander’s periscope view anomaly/bug
-Fixed Vickers turret crew not rotating with turret bug
-Fixed SdKfz 232 crew clipping outside bug
-Fixed R35 control pedals (driver) reversed
-Fixed Crusader II art "flicker" interior texture
-Fixed armor leak on hull top for Stug III
-Fixed handling errors in Bedford OY
-Fixed track errors on Stuart
-Fixed LOD range problem on all Ju-52 models
-Fixed P-38 damage error in left radiator
-Fixed long standing multicrew bug where joiner would warp to the center of the earth
-Fixed DDE EWS bug
-Fixed Stuka tail gunner tracer
-Fixed damage object issues on Flak 36
-Fixed jitters on all tracked vehicles
-Fixed several reported orphan canopy sounds on aircraft
-Stug gun sight is now controlled completely with the deploy command ('d' key)
-Removed "backspace", hatch and canopy controls from position 2 of He111
-Removed French Flags from Sherman
-Removed texture reduction for virtual cockpits
-Removed unnecessary hatch sounds in Checked in Daimler
-Removed unnecessary hatch sounds in Checked in Panhard
-Removed unnecessary hatch sounds in Checked in SdKfz232
-Removed unnecessary hatch sounds in Checked in StuG IIIg
-Increased bomber EWS range
-Increased tank EWS range
-Increase truck EWS range
-Decreased AT/AA gun EWS range
-Plane distance indicators now draw to 6km
Rank:
-Added new rank structure
-Added new rank names for each country and branch
-Increased the total number of available ranks to allow for enlisted, officer and command tiers
-All players will retain the current rank level though the name of the rank may change
-Binocular and vehicle access rank *levels* have not changed so you will not lose your binos
Brigades:
-All personas will now be able to select a brigade from which to post or take missions
-Players can transfer between brigades easily
Missions:
-Missions now require the poster to lead the mission (Officer)
-Officers can exit the mission but it will not be available to join to other players
-Officers returning to the mission will reactivate the mission
-Officers can only post and lead one mission at a time
-Missions will no longer be deleted when their origin is captured
-Removed Priority from missions
-Missions can be Active, Inactive or Closed.
-Mission is active whenever the poster is on it.
-Mission becomes inactive if the poster leaves it without requesting to close it.
-Players cannot join someone else's mission unless it is active (officer present).
-If the mission leader exits his mission he is given the option to close it.
-If the mission leader exits his mission and does not return in 5 minutes, it will be closed automatically.
-Once a mission has been closed it remains in the system until the last player exits.
-Players (including the leader) cannot join or respawn on a closed mission.
-Mission leaders who have an inactive mission when entering the game will be returned to the mission and it will become active
Mobile Spawning:
-Increased minimum distance from enemy facility to 400m
Supply:
-Isolated CPs (no friendly links) will have no resupply
-Pockets of CPs (friendly linked but cut off) with no link back to a friendly factory receive a much slower resupply rate
User Interface (UI):
-Added new offline UI
-Added ability to spawn at various locations while offline
-Added new loading screen and progress bar
-Added random spawn screens with game tips
-Added persona based UI
-Added brigade selection and transfer tool
-Added brigade HQ
-Added new mission briefing room
-Added capacity and available information to vehicle selectors
-Added new streamlined multi crew functionality (further work pending)
-Added new game time format (Campaign #, Day #, Time ##:##)
-Added new chat window
-Added new list of all players on a mission
-Added new rank icons to mission player list
-Added new launch screen with random tips
-Added new keymapper
-Added new AAR (after-action report) functionality to review recent sorties
-Added promotion feedback to AAR
-Added ability to double click many items for faster navigation
-Removed the "mission success" feedback as it has no bearing on score
Keymapper:
-Added new keymapper
Heads Up Display (HUD):
-Added new health and ATP indicators
-Added state indicator for infantry
-Added new weapon indicators for infantry and crew
-Added new mini map
-Replaced cursor activation with a hold down ('alt')
Map:
-Added new unified map to all game maps
-Added new building icons
-Added click zoom/center to map icons
-Added city finder to all maps
-Added home and end functionality to chat/city finder
-Added close in zoom with buildings
-Fixed terrain offset issue
-Using the map now enters modal cursor mode where cursor is focused on the HUD and not on the persona
-Main map facility names now only show at low levels to help with information clutter at higher levels
Chat:
-Added ability to increase chat window size with a button
-Added chat tracking for more chat history
-Added 2 new slots for a total of 6 channels
-Radio slots will stay tuned to a particular channel type until a player manually detunes them
-When no channel is available for a particular radio, instead of detuning it will turn off receive
-Changed the default order of radio channels to be:
F1=mission
The mission channel is for coordination and communication between the mission leader and those players on the mission.
F2=Target
The target channel is for coordination across branches and missions who share the same mission target. This channel should be reserved for important communications and is the primary channel for mission leaders to coordinate with their peers.
F3=Brigade
The brigade channel is the general non-tactical chat channel for the brigade members.
F4=Squad
The squad channel is for communications between members of player-organized squads.
-Added new ignore features:
--type .ignore (player name) to ignore a player.
--type .ignore to see who is on your ignore list.
--type .ignore (player name) again to un-ignore someone.
--Player's ignore list is now saved
-Added ".5" and ".6" channel shortcuts
-Added "Side" channels
-Added "Help!" channel in place of "99"
-Removed theatre and world lobby channels
-Can tune to channel types by entering type "brigade", "mission", "origin", etc.
-Added scroll bar to chat
-Chat now only auto scrolls if the chat was already scrolled to the end.
-Chat now scrolls for 256 lines of history
Manuals:
-Added new reference manuals format for vehicles (more to come)
Terrain:
-Added new CP: Remagen (Germany
-Added new CP: Unkel (Germany)
-Added new CP: Velbert (Germany)
-Added new CP: Vohwinkel (Germany)
-Added new CP: Kurten (Germany)
-Added new CP: Overath (Germany)
-Added new CP: Lohmar (Germany)
-Added new CP: Cayeux (France)
-Added new CP: Essertaux (France)
-Added new CP: Picquigny (France)
-Added new CP: Poix-de-Picardie (France)
-Added new CP: Airaines (France)
-Added new CP: Oisemont (France)
-Added new CP: Fressenneville (France)
-Added new CP: Moreuil (France)
-Added new CP: Bouchoir (France)
-Added new CP: Chaulnes (France)
-Added new CP: Roye (France)
-Added new CP: Avricourt (France)
-Added new CP: Ham (France)
-Added new CP: Noyon (France)
-Added new CP: Chauny (France)
-Added new CP: Wickenby (UK)(airfield only)
-Added new CP: Hastings (UK)
-Added new CP: Winchelsea (UK)
-Added new CP: Rye (UK)
-Added new CP: Dungeness (UK)
-Added new CP: Woodchurch (UK)
-Added cross channel links
-Added FlaK corridors on approaches to industrial regions (all countries) so that bombers “pick up FlaK” well before they can see their targets
-Added new supply crates art
-Added new skins for urban buildings
-Added new facility signage
-Added new shaders based water
-Added setting to support shaders for new water
-Audited AI damage values to reflect changes to grenades
-Audited AI FlaK (20mm, 40mm and especially 75 and 88mm) to be effective at higher altitudes and longer ranges
-Audited 20mm AI to attack targets of opportunity
-Audited all AI rebuilds to double their previous time
-Fixed missing multi texture on forest road tiles
-Fixed coasts showing blue banks
-Fixed error for trees when using system ram setting
-Fixed a clipping issue with crates in the supply tent
-Adjusted ambient lighting values
-Adjusted colors on trees
-Adjusted colors on grass
-Adjusted colors on roadside brush
-Adjusted colors on airfield
-Reduced brightness of daytime sky color and deepened blue/gray tones
-Reduced brightness of horizon colors and deepened blue/gray tomes
-Increased Daytime Ambient light values
-Improved terrain rendering routines
-Replaced remaining old trees with SpeedTrees
-Updated the depot shack
-Disabled shaders based water when multi-texture is disabled in settings
-Updated 2 city buildings (hotels)
-Updated memorial
-Updated names to Dinant Builders' Bridge
-Updated new builders statues with captions
-Remodeled barracks to prevent access from outside
-Removed railings from rivers
Sounds:
-Added hand cranked gear for elevate (all geared gun elevate/depress)
-Added hand cranked gear for traverse (all hand cranked AFV turrets and all ATG/AAA, deck gun on Fairmile and torpedo tubes on DD’s)
-Added hydraulic powered traverse (all hydraulic power traverse AFV turrets and 5” guns on DD’s)
-Added electric powered traverse (all electric power traverse AFV turret’s)
-Added turret ring gear rumble (all turreted tanks and armored cars only)
-Added new infantry death sounds
-Added new detailed footfall sounds
-Added new detailed sounds for numerous weapons
-Added new sounds for various explosions
-Added new hit and ricochet sounds
-Added weapon switch sound to HUD
-Added sound to cycling of weapons using the mouse wheel
-Fixed Doppler bug with trooper sounds for 2d/3d
-Fixed PZII reload sound to match reload speed
-Fixed Char reload sound to match reload speed
-Fixed MG reload sound to match reload speed
Cannon Sounds:
-New German 75mm L48 / L43 sounds
-New US M3 75mm sound
-New UK Qf6pdr sound
-New 20mm sounds for all units
-New Bedford sound
-New Stuka siren
-New mp40 sound
-Adjusted 40mm Bofors
-New Distant Firing sounds for: Char 75mm, PzIVD, Pz4G, Stug3B, Stug3G, M4A2, and Flak36
-Removed engine volume factor in calculating external effect sounds, external explosions/hits should be more pronounced
MG sounds:
-Adjusted H81 .50
-Adjusted Hispano
-Adjusted Mg17
-Adjusted .50 caliber
-Added torpedo sounds
-Adjusted .303 Besa (synced 1st and 3rd person - adjusted quality)
-New .30 M1919A4
-Adjusted Mg34 for all units.
Small Arms Sounds:
-New Mas36
-New Mas38
-Adjusted Bren
-New K98
-New Mle24
-Adjusted Mp40
-New Lee Enfield
-Adjusted Thompson
-New Thompson/Mp40 reloads
-Adjusted Rifle reloads
Misc Sounds:
-Added music to the UI
-Added Dynamic Trooper Footsteps
-New Turret Sounds - Hydraulic, Hand Crank, Electric
-New Footsteps - Concrete, Wood, Metal, Dirt, Dirt Road, Sand
-Added sound for smoke grenades
-Added Air Raid siren for multiple bomber EWS
-Added Radio ambiance
-Added trail sounds for ALL automatic weapons
-New first person hits
-New Opel engine
-New 232 engine
-Added third person death screams
-New ricochet sounds for concrete
-New fabric hit sounds
-New wood hit sounds
-New AT push sounds (first person only)
-New knife sounds
-Added burning sounds for tanks
-Added starter sound for all trucks
Effects:
-Added new torpedo wake
-Added light distortion on glass, which now works in planes
-Added sun glare
-Removed smoke trail on thrown smoke grenades
-Made smoke more sporadic on detonation
-Added pop/fizz sounds to smoke grenades
-Added trailing sounds to several weapons (20mm, lmg, smg, etc.)
-Corrected which sound is playing for the sight adjust
Host:
-Added new vehicle info flags (for player icons)
--Added "in my brigade"
--Added "in my mission"
--Added "is my mission leader"
-Increased the client and host update rates
-Improved the terrain loading and distribution on the host
-Restructured the way the strat server tells the rest of the servers about the game world to minimize load spiking
-".attack", ".defend", ".clear" will now accept a facility and assume you mean the parent cp
-Replaced 80% of the map/mission system with entirely new code (watch this space -KFS1)
-Fixed some problems with manual resupply
-Fixed some problems with chat tuning
-Fixed a problem with the map host recovering players from the game world after a map crash
-Fixed a couple of strat update bugs
-Fixed a cause of lost sortie results on CTD
-Fixed some issues with mission scoring
-Fixed a cause for yellow flags
-Fixed an update issue with multi crew
-Fixed a major cause of multi-crew yellow flags
-Fixed a cause of missing kill recording
-Fixed a cause of incorrect multicrew recording (to CSR)
-Fixed a cause of lost kill recording (to CSR)
-Fixed a cause of incorrect kill recording (to CSR)
-Fixed several host performance issues which should improve overall game response to data
-Fixed a bug that could cause manual objective removal to apply its rules to the wrong objective
-Fixed a bug that could cause the chat server to cuss when sending an invalid time interval
-Fixed a bug that allowed any number of attack objectives to be placed
-Fixed a bug with mission info showing incorrectly post debrief
-Fixed a host stability bug causing crashes every 4-6 weeks
-Fixed a bug that could cause auto-despawns
Global:
-Added an extra level of EWS that indicates a heavy enemy presence
-Added new kill scoring system to give credit for kills caused by fires
-Added ability to disable rank limits on vehicles for scenarios
-Added performance improvements to texture handling
-Added new texture compression routines for decreased stutters
-Improved loading of non-rotated terrain objects to reduce stutter
-Improved performance of lighting engine
-Changed method of rendering trees for performance improvement
-Fixed an effects related cause for stutters
-Fixed a collision bug with trees
Settings:
-Added water enable/disable under the visual tab
-Fixed bug where selecting High Quality would set sounds to 2d instead of 3d
-Added selection for 2d sounds to aid performance a low-end systems (Mac is 3d always)
-Removed option to disable shaders for trees (Windows only)
-Added music volume slider
Mac:
-Fixed visual anomalies where vehicle components might appear blue
-Fixed possible icon and window rearrangement that can happen when playing the game
-Modernized cursor management to detach cursor movement tracking of mouse when it is hidden and centers mouse when shown so it is quick to find
-Added the ability to command-tab out of the game
Mac PlayGATE:
-Added new Mac PlayGATE
-Fixed download looping issues
-Added preference option to pause and un-pause iTunes when playing the game
-Added preference option to quit or not the application that is used to launch PlayGATE (i.e. web-browser)
-Added Menu option to trigger game update as needed without launching the game
-Added Automatic chaining of patch downloads and launching the game once patched as needed
Mac Config App:
-Added support for FSAA (full screen anti-aliasing), see display panel for options
-Added support for locking frame rate to screen refresh
-Added ability to disable the capturing of all displays for those with multiple monitors.
-Added sound quality settings for 3D sound render, see sound panel for options.
-Added the ability to force stereo output from the 3D sound render for those with multi-channel capable hardware but without the needed speakers, etc.
-Added the ability to convert sounds when loaded to a native format, which can reduce CPU utilization when doing 3D sound rendering at the cost of higher memory usage.
We would like to give special thanks to the following for their work on Battleground Europe - WWII Online:
-Mike Patti for sounds
-Iñigo Zapata for music
-Snoop for videos
-Andrew Wulf for Mac support
-Shawn Ericson for Mac support
-Sebastian Till for OpenGl support
WWII Online :: View topic - Guess I've been Retired
WWII Online :: View topic - Guess I've been Retired
The difference is:
Currently if you're between Lt and Col, you can SPAWN yourself any piece of equimpment you like, anywhere, and anywhen, because one you reach Lt, you can post the misson yourself.
In the future, you'll only be able to do that if someone ELSE posted the misson first and has a rank of Officer or higher (2nd Lt and up, currently anyone with Col rank or higher). You can spawn the equiment, but you can't post the misson to do so yourself first.
Example:
In 1.18: Someone caps the spawnable depot. It dosn't take too long to get to Lt, allowing you to post and spawn a misson yourself.
In 1.19: Unless you're in the HC (for that persona) or have spent a LOT of time and ranked up to level 9 (2nd Lt etc) you will have to WAIT till someone who HAS posts the misson for you. And you better hope if that person leaves, or goes to post a misson elsewhere, someone else can replace that person.
Gawd help you if you want a navy misson at anything that's not a DD port. Or have an account thats less than 2 months old. Or want to do a resupply misson. Or want to do a supply CUT misson from a non front line town. Or fly from a rear airfield when all the front line airfields are out of Hurr II's but have plenty of Spitfires.
Now most of US are probably uneffected by it. Yes yes, there's too many Major Major Minor Generals around. Fine.
But even though I'd a day 1 player, I've never gotten my navy rank up. Or my French airforce rank up.
And do you know often there's NO Hawk 75's at front line French airfields after a couple of RDPs? There ain't much. But if I want to fly one, all the guys who CAN post missons for French air DONT need to post missons from airfields that have an overabandance of Hawk 75s! And getting to a rank where I CAN post missons is going to take a very long time indeed unless I join the HC of that persona. At which point, I can post missons and now spawn everything, no matter how long I've been playing the game. Mabye it's a cunning way to get more people to join the air and naval HC's...
Low ranked players need to be able tp post missons for low ranked equimpment. YES I can spawn itr because my rank won't change. But that ability is usless if there's no one posting the misson for me!
what about grunts and being an officer instead of a NCO?
Yes....but not yet. Not for severel months, because it's not like that in 1.19 and it hasn;t been annoucned it will be like that in 1.20 (though granted, apart from the 3 new tanks, nothing much else has been annouced for that).
So at the very LEAST, the first full map of 1.19 WILL be like this. I hope it gets changed by 1.20, but the rats comments don't seem to say this anywhere.
Grunts are WW2OL newies aka green tags. The idea is suposed to be, once you graduate from being a Grunt, you choose if you want to be a NCO (take missons) or an Officer (post missons). The problem is, 1.19 isn't there yet. I can understand it not being there (my idea of allowing low ranked players to post low ranked spawn listed missons is too late to add in 1.19 with all the changes) but it needs to be in soon�.
I don't play Navy much, but my ability to do anything except multicrew a DD is going to be zero unless something is changed.
WWII Online :: View topic - Who's with me?
WWII Online :: View topic - Who's with me?
is taking preorders at 2000 dollers US for...
Battletech pods. For Home Use
I now know what I want for my Birthday.
WWII Online :: View topic - Guess I've been Retired
1.19: where if you want to gain navy rank, join the navy HC or forget it.
WWII Online :: View topic - Guess I've been Retired
DOC wrote:
WHAT YOU CAN DO WITH YOUR RENAMED RANK (equipment selection wise where rank determined that range of choice) IS NO DIFFERENT THAN WHAT YOU CAN DO NOW..
Um...Doc?
Last time I checked, in 1.18 if you have reached the rank of Lt, you can post missons.
In 1.19, you need the rank of what is currently colonal (translated to new rank of 2nd Lt or somesuch)
THAT is something you can do in 1.18, and can't do in 1.19. And that's going to be a BIG problem for anyone not in the navy HC who wants to spawn pretty much anything boat like. Particaly the river missons.
Wednesday, June 22, 2005
And now, a word from my reader
My first EVER fan letter.
Tim from TIMinPHOENIX@aol.com writes:
I have never seen so much effort go into producing what is in effect a pile of shit.
Your writing is horrid and your conclusions have all the brilliance and deep thought of a 13 year old.
Go back to something more productive for the likes of you, such as viewing porn.
Tim
Phoenix, AZ
Unfortunaty Tim Porn costs can cost money to watch, and writing a blog dosn't. I guess he's an axis player?
More undrawable comic ideas
Prolouge:
The orbital headquators of SIS: Sonic Intel Services (Intel bought a stake in them becvause they help people upgrade thier motherboards). A minion is reporting to the Empoer
"My lord, the research is complete, and the payment deleired. SRC has agreed to your demands and surrended completly. The money will be turned over shortly"....
Shot of the Emporer holding a newspaper. It reads "Worlds at War"....
1 week later
Alpha is trying and failing to prevent a collapse in some nameless town when Delta rushes in and yells
"Youre not going to beleive this!"
What, a resupply coulrm broke through? No.
The RAF hit a panzer and it actually took damage? Err..no
The axis have givin up and gone to beat up someone else? Welll...sorta.
Huh?
Shot of Bravo, Charlie and Delta looking upwards
Bravo: That can't be true
Charlie: That's impossible!
Delta: That is SO cool!
Alpha: WHAT THE F....!?!1
Above them is a huge diomand shaped object blotting out the sun. Small fighters are already leaving the hanger.
THIS IS THE RSS RELENETLESS. PUT DOWN YOUR WEAPONS. SIS NOW CONTROLS THIS SECTOR AND PEACE IS NOW DECLARED. ANY ATTEMPT TO PRVENET THE INSTALLATION OF IMPERIAL LAW AND ORDER WILL BE DEALT WITH HARSHLY.
TIE's are as easiser to kill the Zekes. Charlie tries to become a jedi.
Tuesday, June 21, 2005
WWII Online :: View topic - Let's talk chat (maybe not font size though)
Amazing. Gopher seems to have no clue on how players play his game :(
WWII Online :: View topic - Let's talk chat (maybe not font size though): "GOPHER: There 3 problems as I see it.
1: You have MIN size for Chat and MAX size for the chat box. There is no other option. MIN size is too small for me, and MAX size WAY too big. The ability to set the chat box size myself is very useful and should be retained from 1.18.
Example: I am commanding a misson but still trying to drive a tank or do SOMETHING other than sit in a tree and watch the chat go through. I need a bigger box that 5 lines but a smaller box so I can see what I'm doing.
OR: Make the sign size a number you can change in SETTINGS. I personnly would like it to be 8-10 myself, but everyone has a different size they want it.
Having only 2 sizes of the chat box is too restrictive.
2: Numbered Channels. The HC and people outside the HC use numbered channels to talk at Divsion level, Corps Level and Army level. .HC is often cluttered with normal chat by HC members. It is also completly unavilable to anyone outside the HC, which is unfortunate if there's not enough HC members on and a non HC member is in charge of a brigae this is a common occurance. Whoever is the brigade OiC needs to have DIVSION (and sometimes Corps) tuned, which he can ONLY do using numbered channels.
Having 6 channels ALLOWS this to happen, where 4 often did not. Numbered channels will continue to be used (in fact, it's allied HC doctrine to do so!).
3: The TEXT itself is often hard to see. I am sure if you have a 19 or 21 inch moniter running at 1024x768 it's perfectly readable, but a lot of us has 17 or 15 (like me) inch mointers, and the chat is a smaller font that it should be, or needs to be. Chat size needs to be a user settable setting to a larger font and/or bold face. Combine this with a 5 line chat box, and commincation, the very basis of the game is at risk."
WWII Online :: View topic - Let me just start by saying that I am sorry.
1.19 is SO GOOD that Oasis, he of the allegled israli commado team, tragicaly shot and killed in the occupied terratories, is BACK.
Ah huh.
WWII Online :: View topic - Let me just start by saying that I am sorry.
I don't think it IS him.
Even if it is, he won't tell the truth will he?
Place your bets on how long before the thread is locked. I'm putting my money on black.
As good a description as any
The formating sucks because it's copied from a comp.sys.ibm.games.war-historical posting on a news server.
--------------------------------------------
I'd like to see a game where you could direct your forces strategically,
although all your armour, air forces, navy etc. were manned by human
players, within a accurately modelled 3-D world.
You would work within a military type structure with other human players,
having the ability to rise within the structure to higher command levels.
Even to the point where you were in command of thousands of players.You
would also have control over research/development/production, changing the
availability and quantity of equipment to your forces and obviously the
ability to effect your opponents (whose command and forces are also human
players) RDP by strategic means.
Wait a minute! I'm already playing it....it's WWII Online. It doesn't get
much grander
Monday, June 20, 2005
I.M.P.S The Relentless
impstherelentless.com, Slashdotted right now
From the makers of TROOPERS. Imagine the History Channel doing Star Wars Storm troppers doco. This is the result.
20 Minute movie very much downloading (56k run screaming, its 200meg) at at Filefront. I give it a 10 out of 10.
One day I hope someone does a WW2OL version....
Sunday, June 19, 2005
Rat Patrol Radio
Rat Patrol Radio
Welcome to the new home of Rat Patrol Radio!
Rat Patrol Radio- Wartime Tunes! is a webcasting radio station hosted on the Live 365 network. We specialize in Big Band and Swing music, and authentic WWII radio shows and news excerpts. We literally scour the globe to find rare tracks to bring to you, our listeners. Groove to the beat of little-known but hard-swinging service bands like the Squadronaires and the Blue Rockets, in addition to famous favorites such as Glenn Miller, Benny Goodman, and the Dorseys. Listen as FDR proclaims a "Day of Infamy" and Churchill lauds the RAF in "their Finest Hour." We have bond drives by Tommy Dorsey and Bing crooning in the ol' Kraft Music Hall. We even have message boards where you can discuss swing music, old time radio, and your favorite WWII tunes.
So tune in, sit back, and be transported back to those times when "The Greatest Generation" fought to save the world in the greatest conflict ever known.
Allied Headquarters :: View topic - Attention All Day One Players ...
Allied Headquarters :: View topic - Attention All Day One Players ...
And The making of WW2OL in 60 seconds flat!
WWII Online :: View topic - Pilot Poll: Ammo Counters
Watch. Removal of gun counters for allied aircraft will occur. You heard it here first.
WWII Online :: View topic - Pilot Poll: Ammo Counters
warpd wrote:
I'm certain they did. A predominately Axis list of players says no. Allied players pretty much didn't voice any opinion at all. Your poll results are biased and thus inconclusive. Totally worthless.
Hardly. If the axis ask for it, they shall get it. I therefore belive if enough axis players ask for it to be removed from allied aircraft, it shall be done.
Call me when those same players put up a demand for 100 Octane fuel in BEF fighters......I only hear a defeaning silence.
Saturday, June 18, 2005
WWII Online :: View topic - Tiger modelled is the Earliest version possible
When will these jerks releize, asking for balance is insane for the axis side?
Anyways, CRS will .em gyruss as always for the axis.
WWII Online :: View topic - Tiger modelled is the Earliest version possible
ibiza wrote:
OMG, we could after all be playing a WW2 simulation!!!??
You may have your 2000 Tigers of whatever varient you want.
We may have 38000 Shermans (Not to mention the T34s, or the fact that ENGLAND ALONE was producing twice as many tanks as germany was in 1941!). Axis NEVER should ask for a WW2 full simualtion.
WWII Online :: View topic - Tiger modelled is the Earliest version possible
WWII Online :: View topic - Tiger modelled is the Earliest version possible
I have full confidence that CRS will bow to to the axis whines.
So stop you're complaning and just keep whining.
AXIS FORCES VICTORIOUS!
AXIS FORCES VICTORIOUS!
So amount defeat goes down. If we don';t own Koln before the IVG comes out, next map will end the same way. Howvewr, 1.19 will need a map reset anyway.
Therefore I expect the map to reset while we're winning.
Friday, June 17, 2005
World War II Online: Beginner's Flying Guide
World War II Online: Beginner's Flying Guide
Interesting reading.
WWII Online :: View topic - Scoreboard.
WWII Online :: View topic - Scoreboard.:
"phoop
Joined: 16 Apr 2004
Posts: 18
Location: Dallas, TX
New postPosted: 17 Jun 2005 01:47
Based on Schulz' reply (and the website he linked), here are the answers:
1) This appears to be the 28th Campaign - Campaign #1 was in July of 03, but there appear to be eight campaigns that were fought before that date. What is the signficance of the dashed line?
2) Average length of the campaign is just under 32 days (given this campaign is nearly done at 59 days...)
3) Shortest campaigns: 2 days, 7 days, 7 days, 11 days, 14 days, 15 days, 17 days (how do you roll the map in TWO days?!?) Longest campaigns: 87 days, 75 days, 61 days, 57 days, 55 days, 55 days Notable breakdown: of the short campaigns, Axis is 5-2; of the long campaigns, Axis is 4-2
4) In Allied wins, the average campaign length is just over 29 days.
5) In Axis wins, the average campaign length is 33 days. Caveats: the very first campaign (before campaign #1) was an axis win, but with no duration given - I've excluded that from this calculation; current campaign is 59 days and I have used that figure for this calculation.
6) Given 28 campaigns (and assuming nothing miraculous during the current campaign, the Axis lead the series 19-9.
Other facts of note:
The Axis have had 2 four-campaign win streaks, 1 three-campaign win streak and 2 two-campaign win streaks.
The Allies have had 2 two-campaign win streaks.
The Axis have won 9 campaigns in 24 days or less
The Axis have won 5 campaigns in 24 days or less
The Axis are 9-2 in campaigns lasting 45 days or longer
The Axis wins every stastical comparison between the two given the data from this website except this very obscure one: in campaigns beginning in September, the Allies are 4-0.
For what it's worth...
Again, not a troll. Simply a summary of facts deduced from a website. "
So, why didn't we win?
It will be interesting to look back at this and know if I'm right or not.
Allied Headquarters :: View topic - So, why didn't we win?
Seeing as we're approching intermisson, here's my #1 reason I think we lost this map.
Not moving Db7's to S.Hergebobush as soon as it was taken. It's a 10 minute flight to Molan Glahback and another 5 minutes to Koln.
1.19 is not changing the RDP much. And if we do not bomb the axis factories quickly enough, we cannot fight the 4G and Stug on equal terms. The front falling back from Eindoven as soon as the 4G arrived in numbers was proof of that.
You have three airfields all close togther up there. The worry that "the DB7's might be used for tactical bombing" is completly the wrong idea. Move Havocs to Glitz if you must, but when you have 3 airfields 10 minutes flight time from an axis factory, and youm don't put bombers on 1 or 2 of them, when ARE you planning on moving them forward? AFTER Molan Glahbach has fallen? Lol. We had 3 days to do it, and AFAIK we didn't. Next axis RDP we lost all 3 airfields within days. Please don't repeat this mistake in the next map.
What DOES change in 1.19 is cutting supply to towns that have no links to factories. In other words, Breda is now the number one target for the BEF. Capture Breda with an infantry simulcap when you have 1 link to it, and 15 axis towns just doubled(?) thier supply times. The TIME advantage to then capture the islands and towns west of Breda is an incredibal advantage and it must be used. Time is not something the allies can afford to lose.
Fight in the islands all you want, but do it after they are cut off from resupply.
Note to self
Never EVER work in a postion to be an asshole to customers. You will become asshole yourself.
Thursday, June 16, 2005
WWII Online :: View topic - A Quiet Turning Point in Iraq?:
"Quote:
The fact is, the insurgency at this pace cannot win.
If they do start a civil war, they will lose it. BADLY.
If they do decide to give up and join the process, the jihadist are totally screwed because theyve lost their local support system.
What, you mean the US might have to fight them in a militry battle? What, like they are now?
The US is NOT winning the war right now. And in a war such as this, that means you are losing.
Quote:
All the insurgency can do is delay the inevitable and cause the US pain. Unless people like Yello1 convice america that we are totally screwed even when we really aren't.
It dosn't matter what Yello1 or I think. It's what young americans think about joining the fight, and right now they arn't. If the iraqi's can just delay being defeated, the US loses because it won't have enough troops on the ground to replace the ones leaving over time."
If the Lancaster and the Fiesler Storch humped...
WWII Online :: View topic - If the Lancaster and the Fiesler Storch humped...
I can't wait till CRS models this. It's a bomber trainer for rear gunners.

Wednesday, June 15, 2005
WWII Online :: View topic - If the Iraq war was made by CRS
WWII Online :: View topic - If the Iraq war was made by CRS
keyes
Joined: 16 Jun 2001
Posts: 6063
Location: Warsaw, IN
PostPosted: 15 Jun 2005 02:26
Bush: I want an AO on Iraq.
Various brigade, division, and army commanders: WTF? We don't have enough supply at the FBs.
Bush: STFU TRAITORS, place my AO!
Commanders: Okay, but we don't have enough inf.
Bush: We'll airquake them first and then camp with tanks.
---
Bush: WTF! Where's the enemy?
Commanders: They did a fallback. Now they'll recap from all their new FBs from Syria and Iran.
Bush: Hold the AB bunker!
Iraqis: LOL, you can't cap a town with 934834 tanks and 4 inf
The enemy has captured a flag in Baghdad
The enemy has captured a flag in Ramadi
The enemy has captured a flag in Fallujah
Bush: This is your fault, commanders!
Commanders: *collective sigh of frustration on TS*
WWII Online :: View topic - Update on being able to enter and exit vehicles
WWII Online :: View topic - Update on being able to enter and exit vehicles:
"Gopher's view is incromprhensiable. It's ATMOSPHERE. If you don't think the game needs it, why did they spend months on VDM for planes and tanks? You don't NEED to see the turrent blow off or the wing to fall off. But it adds so much to the game to do that.
The comment about 'if you're tank gets tracked, why would you walk back to town' is silly. I don't know, mabye you'd despawn? It's not like bailing out means you HAVE to walk home, you can still despawn if you want to. Furthermore, mabye some people LIKE the idea of getting a truck or Ju52 to go behind enemy lines for he ONLY puprose of resucing a downed airman. They can't cap behind the lines anyway. And if they set of EWS and the enemy wants to they can try and hunt down the escapers before they can be picked up. It won't happen often, but we've had an entire SCERENIO BASED ON THAT.
But it would mean you'd see people bailing from KO'd tanks, and tanks would be actually 'abandoned' which right now NEVER happens, and happened a lot in the real war. People doing the kill would see the effects, juts like VDM if someone bails from the unit they are shooting at. If you see the tank you are firing at having its cre bail, even thought it is not yet on fire that increaes the gameplay and emersivness.
Not to mention the truck drivers who are stuck in thier cabin.
Toto is ALREADY making the avaters for them, so no time is lost there either.
It might also increase multicrewing because 2 people walking home is more interesting than 1.
Granted the effot to make people get IN the tank or aircraft might take longer, and is not nesscary at first. That can wait as it only effects the person CREWing the vechile, and in fact makes it easier to camp them before then can do so. I agree that is not nesscary to be done at the same time.
I say give them a SMG with 1 clip, not even a knife otherwise. If you let a guy with 1 clip cap you're flag you're at fault for letting him do it anyway. 1 or 2 guys are NOT going to cap a town without help from an orgaizned attack anyway. Bailed air crew helped the defence at Wake and dismounted tank crew were instrumentel in the defence of the Admin Box vs the Japanese.
The gameplay, atmosphere, increased realism and benifts are worth it. What's more, ALL vechiles gain a benift from it, air, land AND sea. The art will exist and the gameplay benifts are too large to be blandly ignored as trival."
My thoughts on the BC Solution
Allied Headquarters :: View topic - My thoughts on the BC Solution: "I don't think asking CRS will help much. Last time they intervened in a side disparity it was to stop the ALLIED bombing campgain on the axis factories from succeding again. CRS is prefrectly willing to help the playerbase. Just not one side of it...
The allies have only generally won a map by destorying the axis RDP advantage in better tanks. If we don't win the map before the Tiger comes out, the procending holocost of side inbalance is going to be compared to nothing we have ever seen before in WW2OL.
'corse, the introduction of the fully equipied US army might help, but that's not going to happen for 1-3 years yet."
Tuesday, June 14, 2005
Radio comms in 1.19
Allied Headquarters :: View topic - Resigning from AHC!
When I was in HC I could only do:
Brigade (or 6, whatever)
Objective
Squad
One other, often misson
In as little as next WEEK you can do:
Brigade (on by default)
Objective (on by default)
Misson (on by default) (VERY useful now if I'm the misson commander!)
Squad
Division
Side (or corps, whatever)
I found it very hard to tune 2 numbered channels at any one time pre 1.19. With 6 channels, 2 of them eaisly set to command channels (Brigade and Side) I see no problem whatsoever for having to tune Div/Side or Div/Corps.
Also with the SIDE channel, command and control becomes eaiser, because you don't need to use .allied, EVERYONE can use SIDE channel. I plan on tuning SIDE but only using it to announce "MSPS up town X", or "We need help in town Y, theres panzers 500m East".
FAC's shjould be eaiser because if pilots tune SIDE they can go anywhere that needs CAP or CAS and don't need to know which brigade is don't what, and can ask on there anyway. If I get a Hurr II I can just spawn at a close front line aiorfield and ask on SIDE: where do you need me? Or for that matter, Air Brigade channels might start to be work now, but it's not as usful as Objective or Side for CAP or CAS of a land battle I think.
The AHC HAD to get everyone on 6/12 because we needed the numbers. That will continue to happen, but people will now ALWAYS use Brigade as the normal channel (as it defaults and is obvious to use). One problem is air/navy on different BDE channels but I suspect everyone will just press F1 & F2 and send on both if they need CAS.
Having everyone in a brigade by default means the briagde system will come BACK from where it had disspeaerd too. Personlly I don't think Div is needed as much at a level because you'll have SIDE and you still have .HC for anyone in the HC anyway.
But you'll be able to tune Div now and if people start using it, mabye it will become more usful. It won't be any harm in not tuning it, unlike 1.18.
WWII Online :: View topic - My answers to certain questions
WWII Online :: View topic - My answers to certain questions
[quote="luggs"] The BEF Army list of Officers has almost 100% turnover in the last six months. If any of you stopped playing for the BEF because of an AHC Officer, chances are he/she is no longer in our ranks.
If that's true? Considering the allies havn't won a map in 3* months, mabye it is. Not faulting the current AHC players, but anything that causes 100% turnover of the in game leaders is a serious problem, whatever the cause may be.
I would think you'll lose the leaders FIRST, then the normal players, because without the leaders, the regular players have less fun. Not the other way round.
Personlly, I blame the Code of Conduct myself.
-------------
Edit - Was 6, troop says it's 3. Well it feels like 6 months, but updated it.
More ideas for WW2OL IRAQ
Pentagon: W need to find out how many tanks and inf they have in the spawn list.
Acemed Chalbi: I can tell you! I used my other account and there's nothing in the spawn list. Totally true.
Pentagon: Good enough for me.
---------------------------------------------
Bush: Why is Iraq so hard? Afgainstan was easy.
Powell: Afgainstan was version 1.1. No cover, no trees and no spawning outside the Kabaul AB.
More Iraq=WW2OL ideas
Bush: We have to attack Iraq, he's going to put an AO on New York. We must strike first.
UN: No linky no cappy!
--------------------
Bush: Iraq has all their AO's avilable. They could use them to attack anywhere.
UN: We have removed Saddams HC access. He can't place AO's anymore.
--------------------
Powell: As you can see from these photoshopped screenshots, Iraq is clearing setting off armour EWS in Kansas.
UN: That's not armour EWS, thats a cardboard cutout.
--------------------
Bush: My evidence is overwealming but you still won't join my squad. I'm going to attack without you and I don't need you anyway.
Euros: You need the breakfast club or you'll lose all you're gains
Bush: Ha! I have the poland player to help me. I don't need you losers anyway.
9 months later....
Bush: Ok, if you join my squad, and work to my rules, I'll let you spawn in to defend the flags I've capped.
Euros: STFU. Poland's joined us now.
Poland: Bush said all the flags were capped and he just needed me to guard the city flag. We don't own the city flag and there's a spawnable depot right next to it and I keep getting shot at. I'm despawning.
---------------------------------
Pentagon: We're really getting low on inf. We're down to Rifles and ATR's.
Rumsfeld: Don't worry, wer're getting resupply from the captured depots.
Pentagon: All they know how to do is em .gyruss
Rumsfeld: Mabye I shouldn't have pissed off the Euro Squad Commanders....
-----------------------------------------
I really need help, it's a comedy goldmine!
The war in Iraq: A WW2OL movie:
Ok, here's the pitch. Do the war in iraq using WW2OL pics and as a flash movie.
Ie:
HQ: Falluija flag is now owned by the enemy (pic of flag building swapping flag to allied)
Cheny: Dammit, who was guarding that flag!
Pentagon: We don't have enough troops in the spawn list.
Rumsfield: Well get it back!
20 Tanks camp the depot. BOOM.
HQ: Falluija flag has beewn recaptured.
HQ: Tiekreit depot is now owned by the enemy.
Bush: It's ok, we still have the AB.
Shot of a PZ in the AB getting sapped. KABOOM.
etc etc.
UN: You can't attack until you place the AO. You've got EWS going off already
Bush: We'll camp the AB before we put the AO down. We don't need the UN to place an AO's.
etc etc.
Mabye Ash could be convienced to do a flash movie of it....
WW2OL camping the AB is like the US attacking Fulija
WWII Online :: View topic - As Iraqi Army Trains, Word in the Field Is It May Take Years
The US lost the war when it had No, ziltch, none, nothing, plan after the intial battle. They captured the AB and didn't think they might need to cap the enemy spawnables afterwards.
Rolling the armour into the AB of Baghdad after capping the Basra-Kuiwait depoy flag and then camping for a week was never going to conquer a country of 20million+. And they can't even hold the Tikriet city flag. Capturing the enemy misson commander just means someone else will spawn and post the misson.
Trying to cap a country with 20 tanks and 2 infantry dosn't work in WW2OL, and it didn't work in Iraq. Eventually the defenders will get the AB back and you'll end up with a failed fallback to Kuwait and now you're low on supply and pretty much attrited.
The same combat princables apply. WW2OL demostrates them, and Bush&Co do NOT have the Euro Breakfast club to come in on the next shift.
Gunnie and World War II Online
Gunnie and World War II Online
Found via Sres blog. I really need to add a list of links, but I can just uses Sres's anyway.
Open Source Piece of Crap
So Much for that.
Look what you get when you pay nothing. NOTHING! Rock solid stable my ass.
Guess I'll have to wait till they finish SC2.
Sunday, June 12, 2005
WWII Online :: View topic - Why 1.20 should have canada/australia/finns etc
WWII Online :: View topic - Why 1.20 should have canada/australia/finns etc
With 1.19, HC officers and Misson Commanders spawn with whatever infantry weapon they choose, but with the HC or MC avatar.
The conclusion of obvious: The server now tracks what uniform to wear, inderpendent of the WEAPON or RANK the player is using. Therefore, if Toto is givin the time, he could produce an infantry avatar that could be choosen by the player.
There's no lack of room to send this information to other players, as it is already BEING sent if the player is a HC/MC. Just swap that information for the country the player wishes.
WWII Online :: View topic - Australian/Melbourne BBQ
WWII Online :: View topic - Australian/Melbourne BBQ
You can't tell, but thats a WW2OL tshirt I'm wearing. Rabbitldr is the one in the right front.

WWII Online :: View topic - Met the former C.O. of Kampfgruppe "Lindemann"
WWII Online :: View topic - Met the former C.O. of Kampfgruppe "Lindemann"
tzulscha
Joined: 12 Jun 2001
Posts: 1351
Location: Grand Rapids, Mi.
PostPosted: 05 May 2005 09:17
A couple of snippets from AAR reports from s.PZAbt. 501:
"17 out of 29 Tigers available for service, Lack of spare parts."
"27 Tigers ready after spares delivered."
"45 new Tiger arrive; 11 engines catch fire, one total loss." (s.PzAbt. 503)
"Several tigers blown up due to lack of fuel."
"Tiger scrapped due to lack of replacement roadwheels."
"Over 40 Tigers break down during 50km road march; repaired later."
"Several tanks bogged down in swamp; cannot be recovered."
"Tiger goes through bridge, has to be blown up."
"One Tiger destroyed by friendly Panzerfaust."
"3 Tigers knocked out by StuG battery; corps forgot to coordinate the attacks!"
"5 Tigers destroy 25 enemy tanks." (tunisia)
Note that most of these are early Tiger Is, and some of these reports are from the reformation of s.PzAbt.501 when they were sent to Russia. Most however are from the North Africa Campaign.
I'm not sure whether or not to be happy that we don't have mech failure ingame. If we did the Axis guys would hate Tigers more than the Allies!
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LOL!
12 days of the allied Campgain
On the way back from Windy's minicon rabblitdlr and myself came up with a song (changed) to match WWIIOL that could be done as a movie quite easily. Needs better lines though....
I intend to make a movie out of it!
On the First Day of the Campaign the HC sent to me
An Infantry for the CP
On the Second Day of the Campaign the HC sent to me
Two, Pounder Guns
On the Third Day of the Campaign the HC sent to me
Three French Blens
On the Fourth Day of the Campaign the HC sent to me
Four Mobile Spawns
On the Fifth Day of the Campaign the HC sent to me
Five A-13’s!
On the Sixth Day of the Campaign the HC sent to me
Six Tillys Camping
On the Seventh Day of the Campaign the HC sent to me
Seven Fairmiles Sinking
On the Eighth Day of the Campaign the HC sent to me
Eight Sappers Sapping
On the Ninth Day of the Campaign the HC sent to me
Nine Bell’s a bombing
On the Tenth Day of the Campaign the HC sent to me
Ten paras leaping
On the Eleventh Day of the Campaign the HC sent to me
Eleven snipers, sniping
On the Twelfth Day of the Campaign the HC sent to me
Orders to fallback Canterbury....
Rat Blogs
Kfsone has a blog at http://kfsone.blogspot.com/
Gopher has a blog at http://gophur.playnet.com/index.html
Toto just started a blog at http://totosbox.blogspot.com/
Rickb HAD a blog at http://www.rickb.com/ but he's hiddin it again and I've been able to read it for months :(.
To read YOUR fortune, check the next 3 blogs on the Next Blog button above. If you can interpeate the blogs meaning, your future will be clear.
Saturday, June 11, 2005
Comic ideas for the defence
Scene: A town is under attack.
Bravo being the vechile guyy gets a Churchill. Proceeds to blow the turrents of every axis tank in the arsenel. Killed by a 232 hitting the excaust port ("Que: What kind of idiot designes a invunrable unit but leaves a excaust port ope!?!"n: View of Death Star)
Charlie being the Sniper paws all until a Tiger shows up.
Delta being the hero gets a parachute but lands on top of the depot and gets canned by a GM
Alpha tries to co-ordinate the whole fiasco from the bunker but can't see a thing and dosn't notice the axis capping the table.
The all end up in Colditiz.
3 comics later a Matilida shows up.
New CRS intro movie
Putfile - Upload Video and Upload Images
From the beta. Pity we don't have artiallry like that yet. Nice sounds though.
WWII Online :: View topic - Final decision on the tanker avatars
WWII Online :: View topic - Final decision on the tanker avatars
I think I just fold Dark Helmut. Sparrow to the Shillings Emporer.

Whats on top of your "COOLNESS" list for WWIIonlni
WWII Online :: View topic - Whats on top of your "COOLNESS" list for WWIIonlni:
"In game weather based on real time weather in Europe.
THAT would be 'cool'. Ask someone who lives in Franch whats the weather like and you see the same weather in the game, at the very same time. You don't need random weather because it's perfectly random enough as it is. If you want to plan a Bombing raid better check the weather channel first and check the 4 day forcast.
THAT would be cool. And no other game, anywhere, could DO it like WW2OL could. Other games have emotes. Other games have polycrewing and bailing. Other games even have fake weather 'It behins to rain'. But WW2OL is the only game there is that could take real world weather data and actually use it. It would be beyond cool to watch the BBC world service and see the weather report for Brussels and know I can log in and see the same weather.
In the meantime, Toto needs to work on Bailing and more .em's (so we can make better movies!)"
Friday, June 10, 2005
Comic idea star wars parody
I think every webcomic has done one. Here would be mine:
Alpha: General Obi One Kenobi. Kicked out of the HC
Bravo: Captain of the 1000kilometer Pony
Charlie: Princess
Delta: Clueless, young idiot
Droirds: An AI 25mm gunner and a AI AA MG gunner (usless and they AI gunner never stops talking). No life signs there!
Vadar: SHILLING
The Emporer: Megablam
Corvette: Blen
SDD: He111
Death Star: Graf Zepplin with onboard V2 rockets
Tatatoine: IF theres a place where AO's are found its the CP furtheres from (Kamperland?)
Scum and Villeny: Glitz airfield
Force: HC .allied and AO placement powers, HC chat
Xwing: Spitfire Vs
Ywings: Hurrincae IIs
TIEs: 109s
Alderean: Antwerp. No RDP factories there.
Yavin 4: Vlissigin
WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
What Burma thinks of Shilling. I'm not the only one it seems...
burma
Joined: 24 Nov 2001
Posts: 4089
Location: AUSTIN TX
New postPosted: 09 Jun 2005 14:02
There are few people in this game that I truly do not like, he is one of them. It started when he said something along lines of, and I am paraphrasing "I would rather see the game die than do anything to help the Allies" this was about 3 months after the Axis got the PZ3H, and the French had no, and I mean NO RDP unit. The French army was unsubbing or going AXIS or Brit in mass.
That didn't bother me any, what did bother me is that he took a job with CRS, and proclaimed to be the Allies friend. It was a bold faced lie, and I hate liers. His efforts to be an allied friend were embarrsingly weak too, it was so obvious he was pretending.
You Axis may think the same thing about Badger. Badger has integrity and is honest guy. If you don't know that now you will find out sooner or latter. When you talk to him there is sencerity in his voice, and in his eye contact...damn good salesman:), he sold me on him, thats always the first step. I can tell he really does want to be neutral, and he really does want to be a friend to both sides.
Thursday, June 09, 2005
WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
schulz wrote:
Comstar, earlier this map Helmann was awarding ribbons for every other town. I didn't see you protesting that sort of thing.
Actually I thought that was a dumb idea too. A Campgain ribbon I can understand. An AAR and congradulations in the war stories, and posts to the allied fourms, cool. I don't personnly they helped much in raising allied morale myself, and anything that serves ot attepts to to lower the other sides morale is destructive for the game in my opinion. I would want to see actions, not mere propoganda.
I do laugh at willyt's apt comment above. Mabye it serves my point :)
My point excatly

WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
WWII Online :: View topic - Strips off the Neutral suit! - Puts back on the Grey!
It's ok if it's to ANNOUNCE a plan. IE: The axis have a attack planned for the weekend. Full details in the axis fourms.
It is NOT ok to say arn't we wounderful and our enemy is pitaful and is doomed to collapse under the wait of the many countless succsuffl attacks were are doing at unspeficied or local areas of not much importance. It is a matter of profound indiference to the world wether the OKW owns Kursk or not.
BTW, if he's going to be non netrual, lose the caps.
WWII Online :: View topic - Why would the Tiger ever be needed?
WWII Online :: View topic - Why would the Tiger ever be needed?:
"I am perfectly happy in the Axis having the Tiger and Panther. Completly representive of axis heavy tanks 43-45.
I am perfectly NOT happy to see the allies not geting 17 pounders, Typhoons with Rockets and Lancaster Bombers which are just as representive (the 17 pounder perhaps not as well reconized, but iconic none the less of late war British ATGs).
However, I reconiezen that CRS has a tiny crew and budget, and cannot do everything at once (at least we're at the point now of the allies GETTING a piece of equimpment at the same time as the axis!). But I expect to see a Lanc, 17 pounder or Typhoon with Rockets by 1.21."
Wednesday, June 08, 2005
Useful Statistics
GameFaction - Beyond Blitzkrieg Gets a New Name
The game world includes more than 36,000 strategic objects such as buildings, bunkers and bridges placed among 4,000+ facilities in 450 cities and towns- a truly massive, single-instance MMOG environment with the current game map measuring over 354,000 square miles.
WWII Online :: View topic - The Life of WWII Online
WWII Online :: View topic - The Life of WWII Online
First WW2OL Trailer. Geez it shows how far the game has come.
WWII Online :: View topic - Beta User's - How is 119 Gameplay Different from 118?
WWII Online :: View topic - Beta User's - How is 119 Gameplay Different from 118?
cavalier
Joined: 02 Feb 2002
Posts: 1962
Location: Russell Lea, NSW
PostPosted: 07 Jun 2005 18:15
I think the introduction of Brigades and changes to missions will really have some huge impacts. These are not apparent and hence I feel many people have not thought about them.
Most peopel just think they are simply a new way of spawning in. WRONG! I feel they will do a lot to kep players together and enhance teamwork. Here is why:
Brigades.
Presently you spawn into the game using the map. The only tools that help you work with other players is text and teamspeak. The present system encourages people to look at the map, pick somewhere and spawn in. This map hopping means that you seriously have to work to stay with a group of players.
Under Brigades in 1.19 the brigade will be the entry point into the game. This will keep a group of players together. Say you have just successfully blown a FB and have despawned and you are now looking for the next thing to do. Now you are back at the brigade screen which lists the existing missions and who is leading them and an idea of how many people are involved. You find one that is interesting so you spawn in.
The thing is that everyone within the Brigade is doing the same. True, the brigade is likely to be spread over a few locations but you are still a fairly persistent group of players that will tend to stay together. You will get to know the leaders in your Brigade and learn which ones you like to play with.
New Missions
Presently missions serve virtually one function. They give a player access to a spawnlist. They are often created willy nilly without any real thought.
Under 1.19 there will be far fewer missions and each one will be created by someone who remains with the mission. In other words the missions (and hence the mission chat channel) will actually have meaning. If used correctly they really can focus a group of individuals on specific tasks whether it be capture a town, blow a FB or capture a single depot as part of a larger operation.
Virtually no one has discussed the impact these two things will have on gameplay. I personally think they will be huge and really valuable changes. As the rats intend them to be.
cheers
Cavalier
xanthus
Joined: 30 Aug 2002
Posts: 3513
Location: yello1's medicine cabinet
PostPosted: 08 Jun 2005 00:45
BRIGADES, BRIGADES, BRIGADES
In my opinion this is probably the largest core gameplay change the game has ever had in the three years I've subscribed.
What it basically is almost like squads built into the game; AND EVERYONE HAS TO BE IN ONE TO SPAWN.
That's pretty farkin big.
You don't scroll around the map looking for action, you're not "at the map" anymore when you despawn, you're at your Brigade HQ. Missions are listed and you can check how many people are in your brigade and who those people are.
Once you select a mission, you can also see who is spawned on that mission and what they're currently spawned with. EXTREMELY helpful.
Another thing about missions; a mission is only active (spawnable) if the person who posted the mission is alive in the game world. EVERYONE who posts a mission must spawn on that mission otherwise nobody else will be able to spawn on that mission either; the mission creator ALWAYS spawns as a mission leader avatar (slightly different uniform and hat), even if he is HC.
Being this unit will make him recoqnizable to both your team and the enemy's team.
If he dies or despawns, his mission will no longer be available for spawning.
Also, each persona can therefore ONLY POST ONE MISSION; because in order for anyone to spawn from that mission, you must be in the game world "leading" it, the days of posting multiple missions at different locations are gone.
You can post ONE MISSION; and you MUST spawn on that mission as the mission leader if anyone else is to spawn. If you want to create a new mission at a new location, you'll get a pop-up asking you if you want to close the current mission.
In terms of raw gameplay on the ground;
-Footstep sounds are LOUD and accurate for different terrain. If you're capping a flag bldg and you hear loud footsteps on the pavement outside you'll be better prepared to defend yourself.
- Ricochet noises; very immersive. Before, you sometimes might not be sure by SOUND alone whether you were being fired at, you might have to see tracers. Now there's no way you won't know you're taking fire
- Sun glare; believe it or not this can make a huge difference in the game. I was Allied the other day and we were trying to recapture a British town the Germans had; we had every depot, they had the AB... But DAMN, the sun was low and RIGHT OVER THE AB. We couldn't see sh1t. It can seriously impare your vision.
On the other hand, I'm sure they saw us fine because we were being lighted up by the sun.
Even though we seemed to have more players, we were beat back; it was very difficult to see the ei in the grass and hedges, where usually I can spot them.
They recaptured the whole town except one depot...and I think they owe it all to the sun glare, seriously.
We eventually won the battle only because their town was surrounded and had no resupply.
- Stat HE for bombs... bombs are more deadly. I'm not sure I like this, but the bombs seem to much more lethal to soft targets.
- Slower turret rotations for most tanks AND turret rotation noise.
Especially the hand-cranked turrets are significantly slower now. Another big deal is the turret rotation noise; you can HEAR it rotating...helpful when you're a sapper or under cover.
Do I seriously need a new comp now for 1.19?
WWII Online :: View topic - Do I seriously need a new comp now for 1.19?
DOC
CORNERED RAT
Joined: 01 May 2001
Posts: 6517
Location: Fort Worth, TX
New postPosted: 08 Jun 2005 01:26
Here's what you need, based on what you have ... it might explain why things aren't all that hot looking to you.
500 meg RAM
(you need a gigg, ie: twice what you have)
GeForce 2000 ti500 (if that's a GeForce 2 you are way behind the curve, even a GeForce 4 ti series card is old school now) upgrade this.
A 1.8gHz P4 is below minimum spec, you need a 2.4 gHz P4 to reach minimum spec. and personally, I'd not want to use anything below a 3.2 myself, but a 2.4 will suffice.
However, the 2 biggest contributors to your situation are that RAM and that video card. If you can't afford to upgrade the CPU as well, do the RAM and the video card first, worry about the CPU later.
Tuesday, June 07, 2005
Comic idea #42
Tank commander to infantry: Good news Chaps! We've RDP's the Churchill. If we leave Osstmalle now we should reach Antwerp 4 campagins from now!
BEF Infantry examine a knocked out Tiger: Cor! No wounder it's so damm fast. It's got red paint under the antimine coating!
German soliders look at a burning M10: I mearly needed to sneer in it's general direction and it blew up.
Monday, June 06, 2005
AHC delcares misson accpolished in the war aginas the playerbase
Allied Headquarters :: View topic - Data Gathering One: When do you stop logging in for the map.
Well, now that we know there's isn't a problem, the allies arte free to ignore it. Well done, misson accoplishesd. It exists, and you cannot assume that CRS will ever do anything about it like wave a magic wand. It shouldn't be left to downtown to ask it.
An example is givin that only the die hards read this. That is a problem that needs to be adressed and not just used ignored, it is a failer to find a better one.
I saw jcrtitters announcment of brigade/div/corps/army attacks each day of thr week. I don't know if the HC officers can do that, but at the very least its an idea worth trying, and for that it's a good thing to do.
There IS a problem of people logging off, and if the AHC refuses to ask the question, you'll never find a answer.
In answer to downtowns question: After Gent falls, or the French line is behind Seclin. However, work/tiredness/a new game to play for a week or two/ also effects it. Seeing the line hold, or advance, raises the chance of going online and reiforcing that success.
One thing that CRS DOES do to wave a magic wand: A new patch always helps, until it becomes stale (hence thier 6 week patch target).
Sunday, June 05, 2005
WWII Online :: View topic - Lack of attack objectives = logging
I presume he's speaking on his own behalf here....
WWII Online :: View topic - Lack of attack objectives = logging
okiemoe wrote:
I just call them armchair generals.. The last to help with MS's. The First to set up in the church above the spawn that needs capping but wont cap or cover it. Non team members.They think about stats more than an team objective win..<.em>
Speaking of your own experiences I take it? I just spent 60 minutes as 2 MSP's at Enghiem (1st misson timed out, 2nd was blown up after 20 minutes and the 3rd misson timed out before I could deploy). I can't wait for 1.19 where the misson leader will HAVE to provide leadership.
Who was the defence OiC? He called fallback a bit too eailsy, though it took an hour to finish the last depot off. It was a very FUN fight, with both sides having a "Meeting Engagement".
The typical plan used in WW2OL
Previously, on Star Bored...
The typical plan used in WW2OL is below. Both of them.
Gopher Hole on Nazi Nukes
Blogger: Post a Comment
Considering a 12,000lb Tallboy or Grandslam ort to take most 1-2AB towns on the map singlehanded, only place it would worth it might be Antwerp?
It should eventually be RDPable, as both the British and US were working on it before the British sent all the research they had on it to the US. Germany had an active program that was slowed down by the destruction of the Heavy Weater plant in Norway (One of the best examples of how RDP works now!).
To find out how the British went about slowing down and stopping the axis RDP in WW2, read "Most Secret War" by R.V.Jones. Bombing Permunnde got them 2 months before V1's could be used for example. It also goes into great detail in how both germany and england used blind bombing techniques using radio beams and radar. Pretty much as accurate as the GPS we have in game.
WWII Online :: View topic - HAHA Just saw that Leeroy Jenkins video from WoW
WWII Online :: View topic - HAHA Just saw that Leeroy Jenkins video from WoW
Here's the WW2OL version
"Ok men, we're in this JU52 and we're going to drop on Antwerp. A go for the North depot, B for the North East Depot, C for the North factory, C, D and E for the North Army Base....ect etc etc"
Ok we are jumping in 30 seconds!
Ok wait for my signal!
10 seconds!
Hey...whats that noise...sounds like a aircraft?
(Flashing lights)
What...oh, it's just the AAA.
Ok 5 seconds!
3..2.....BOOM BOOM BOOM....CRASH
ANYONE make it?!!?
Dead
dead
dead
ded
Im dead
Dead
Red sCreen...oh...no, im dead too
etc etc
Saturday, June 04, 2005
Allied Headquarters :: View topic - Battle Stratedgy 101
Allied Headquarters :: View topic - Battle Stratedgy 101
kilemall wrote:
#1 Lonewolf supply burn at a neighboring border town thus hastening it's downfall as stated before,
You don't need to be in the HC to be lead an attack. Brushing people off on the assumption "Oh he's not a HC officer, he must be a lone wolf" is a bad example to give. I'm not asking you put an AO on a town and have NO ONE lead the misson, though it apperars to be current HC doctrine to do just that anyway with some AO placements.
Quote:
#2 Axis may not care about the counter AO town and gladly trade for a greater valued town,
It IS axis doctrine to attack enemy towns that are being use to attack other axis towns. Example: Nivells is attacking Charloi. Axis take Nivellies while allies take Charloi...which now has 3 axis FBs to it and not 2. Making Charloi imposible to hold. ANd the allied then to spend another 45 minutes taking it back afterwards.
Quote:
#3 Giving the Axis a cheap fallback opportunity to generate free tanks in an area you are already in trouble in, and
Great! it'll take them 22 minuetes at LEAST to do so, and must divert substational numbers of people to do it. Giving YOU 22 minutes of relexed pressue on the town you're defending elsewhere. And if that fallback is near a Allied Parabase, you have 15 minutes to get Paras there to frustrate the enemy. AND a quick reaction to the fallback CAN give you the town. Spend the time to get anti-armour defence cut off teams from the upcoming axis FB. You have 22 minutes, which is enough to drive from 2 towns back if you need to.
Quote:
#4 Diluting effort that could be used for a serious attack elsewhere or defense in the threatened town.
You may be in HC but that dosn't give you any more right to demand players stop helping you defend a town and go an attack another one under someone else. And there is no reason whatsoever it can't BE a serious attack.
Quote:
#1 can be handled with strong OIC leadership at the counterAO, #3 can be handled with discipline in capping (don't cap, give impression of attrition to force desired Axis response without threat), and #2 and #4 is a matter of weighing town values versus the correlation of forces (how much they got/you got and what course of action will get you the best
effect for what you can do).
Well said. Now just don't assume you have to have .hc access to do that either.
Allied Headquarters :: View topic - Battle Stratedgy 101
Son of a BITCH. The EXACT same problem I ran into, happens AGAIN.
Allied Headquarters :: View topic - Battle Stratedgy 101
Seven, youy just explaied the excat same situation I was in 3 days ago. HC refused to give up a spare AO to attack a town from a 2 AB town elsewhere that had fully supply.
It's somewhere in the AHC manual, you're not allowed to do attacks unless a HC member does not disagree with you. If you disagree with them, tough.
If you're not in the HC, you're not allowed to launch attacks without thier apporval. So why bother asking for it.
Friday, June 03, 2005
Allied Headquarters :: View topic - as your new CinC
Jcritter announces his new plan. Form a commitee to study the problem!
Also, the rats appenrtly suspednded 6 AHC officers for breaking the rules. So much for following the chain of command....
WWII Online :: View topic - BEYOND BLITZKRIEG NAME CHANGE
WWII Online :: View topic - BEYOND BLITZKRIEG NAME CHANGE
I think its a better name myself.
WWII Online :: View topic - A Couple Of Beta Movies *Spoliers*
WWII Online :: View topic - A Couple Of Beta Movies *Spoliers*
wdwm
HIGH COMMAND STAFF
Joined: 31 Jul 2002
Posts: 787
Location: Redditch, Worcs. U.K.
PostPosted: 02 Jun 2005 23:10
Post subject: A Couple Of Beta Movies *Spoliers*
If you cant or have not got Beta yet heres a couple of movies to show some of the new sounds and looks.
First one is a Brit SMG offline, shows new loading screen, new map screen and then new smoke, noises and map "in game".
Brit SMG offline. Right Click Save As... (15Mb)
Next is my favourite addition, the air raid siren! Although I can see some getting annoyed with it quickly! :)
Air Raid Right Click Save As... (5Mb)
Finally sunglare.
Sunglare. Right Click save As... (5Mb)
Right click and save
BETA MOVIES!
(15Mb) Offline SMG
(5Mb) AIR RAID!
(5Mb) Sunglare
StarWarsShop.com �-�Darth Vader Who's Your Daddy T-Shirt Adult
StarWarsShop.com �-�Darth Vader Who's Your Daddy T-Shirt Adult
Darth Vader: Whose your daddy.
Thursday, June 02, 2005
WWII Online :: View topic - 2 whole AO's
WWII Online :: View topic - 2 whole AO's
Date Town Original Owner Previous Owner Current Owner
2005-05-31 20:00:00 Dendermonde England England Germany
2005-05-31 19:00:00 Aalst England France Germany
2005-05-31 19:00:00 Binche France France Germany
2005-05-31 17:00:00 Louviere England France Germany
2005-05-31 17:00:00 Merbes France France Germany
2005-05-31 15:00:00 Beaumont France France Germany
2005-05-31 15:00:00 Halle England France Germany
2005-05-31 14:00:00 Charleroi France France Germany
2005-05-31 13:00:00 Launois France France Germany
2005-05-31 12:00:00 Chimay France France Germany
2005-05-31 10:00:00 Nivelles England France Germany
THIS proves my point Louviere, Merbes, Beaumont all fell one after each other, because no one in the HC wanted to do a counter attack anywhere.
Allied Headquarters :: View topic - Not attacking lowers my morale
Allied Headquarters :: View topic - Not attacking lowers my morale
Saying to the allied player base "if you're in the asia timezone we won't attack" is a losing stratagy, not a winning one. Less people will login, the axis morale will increase, and away the front moves west.
But not only are you not launching attacks, spoiling and diverstionary attacks, you won't let anyone else either. One person can set of EWS, 2 can make it look like an attack, and 3 can smilucap every spawnable depot. But without an AO it can't distract the enemy and FORCE him to commit some units to the defence, no matter what the size of the attack.
Continusly being on the defensive for hours at time will lower your sides morale. Continusly being on the offensive for hours at a time will raise your sides morale. Wether your defense is succfuell or not, the side with the initative, wins.
Wednesday, June 01, 2005
Allied Headquarters :: View topic - Not attacking lowers my morale
I expect the thread to be locked/deleted, but you never know.
Allied Headquarters :: View topic - Not attacking lowers my morale
As we all know, if your morale is low, you wont login.
As more people don't log in, morale for those who are drops, and they won't login either.
My willingness to stay logged in decreases if we are not attacking.
The practice of not doing attacks, even when an AO is not in use, causes me to log off.
I am not alone in this, surly. If you think I *am* the only one who thinks this, please cease reading as you'll have already made up your mind on this topic.
The particlur case was this: Enemy is attacking from Louiver which has 1 AB, no FB to the town under attack. Cherloi has a FB with 2 AB's to it. I had a MSP setup to destroy that FB but it only served to wipe out the last remaining sappers in the spawn list. We have no ATG's. No Sappers. About 5 tanks in the spawnlist, which are being sapperd IN the AB by enemy sappers.
I ask that the spare AO be placed on Lourive. There is no FB, so this would have 2 effects:
Force the Axis to spawn someone at Lourvire to defend the flags there.
Allow the capture of the spawnable depot in that town, to prevent the enemy spawing in the Lourive depot should that cap it.
Note we have a Parabase 4 minutes flight time, so we could have used Paras and not reduced the spawn list to do the diversion.
I was told that the HC would NOT place the AO because it would "take people away from the defence in the town". Note the axis have a spawnable from Charloi and we have failed to get anyone near it for 20 minutes. There was no one willing to be an OiC of the defence.
The HC response was that the axis have enough people to attack AND defence, while the allies may ONLY defend.
My morale has been lowered by this experince and I logged out. I am sure I am not the only one to feel this way, and it has been happing for too long in the past and I see no evidence it will not continue to occur in the future.
I am willing to be the OiC for an attack in axis timezones. I am willing to drive the MSP to do it. I am willing to walk into the enemy town by myself if need be. But if we have an Attack Objective that is not being used, I cannot do anything if the HC will not release it. There appears to be a general consuses in the HC that only the axis can attack in thier timezones, and the allies must defend.
Last weekend the allies took over 20 towns because they attacked towns, not just defended for 12 hours at a time. This occured because we had the numbers, yes. But the numbers stayed on the allied side because we did not just give up and give the axis the initative, the morale, and the numbers by staying on the complete defensive. Staying on defence gives the axis all three, and removes all three from the allied side. It is a losing stratagy, and I have never seen it work.
WWII Online :: View topic - The rat has spoken on RDP Tourism
WWII Online :: View topic - The rat has spoken on RDP Tourism
Hulkhogn wrote:
is a camp. 5 minutes won't help.
Ok, lets assume you're argument IS correct. Make it 20 minutes. THAT gives you enough time for YOU personnly, to fly a Stuka/Hurri II/Bell from a rear airbase and bomb them yourself.
I don't care how good the camp is setup. With enough time, the tank at the rear covering the other tanks will die, and then it's all too easy.
The problem is of course, that 2 hours later those tanks will be back, and THIS time you won't have enough sappers in the town to do it. THEREFORE, the lower side gets RESUPPLY BACK faster too.
This isn't to STOP towns from falling. It is to slow down one side having more numbers over a 12 hour period than the other side, which the graph shows we have now.
NOte to blog: I think the Hulkster IS hulk hogan. He's a bigger idiot than number6.
WWII Online :: View topic - The rat has spoken on RDP Tourism
WWII Online :: View topic - The rat has spoken on RDP Tourism
Variable timers AND the least played side get equimpent resupplied faster.
Instant solution. Self balancing and that if the smaller side starts to win, it's numbers WILL INCREASE, and the're supply timers&capture times will increase until balance occurs.
I'd be interested to hear why this idea wouldn't work.





