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Thread: Neverending Battles
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11-06-2012 #161Member Level 6
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Yes I will. sorry for my last post it might have been confusing, but I will add more room to the next version.
Neverending Battles of WW2 Skirmish mod for MOW:AS
http://digitalmindsoft.eu/forums/sho...ending-Battles
http://www.moddb.com/mods/neverending-battles
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11-06-2012 #162
Played Cheap Hill again, hours past the end of timer.
I find it a great and addictive game in how you can learn & set up better & better defences
that will keep them away from you last line for a long time.
This time there was no enemy clumping / traffic jam like I pointed out post #158.
It seems it was a bug that just happened for that group of saves.
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13-06-2012 #163
Have been playing / testing #8 Dynamite Cliffs singleplayer now.
I have played it 3 times so far.
The 1st time got off to a bad start when I ordered an engineer truck
to go to middle of map; it hit the back of the train and fell over on its side.

3rd time during extended battle / after end of the timer
got an error which made it quit.
From my experience it is a bad map / terrain for this mod game for singleplayer
compared to the others I have played in 2.1 version.
It becomes the opposite of what you wrote about it; "for less laggy games"
It causes extreme slow frame rate when the enemy become trapped,
like in the narrow cliff passes and when I trap them all over the map with hedgehogs.
This map becomes unplayable really.
The other maps I have played so far have been no problem at all when I trap them.
To un-trap the enemy tanks from a jam I have to bother to hit them with an artillery strike,
which often can destroy my hedgehogs.
Also, maybe the 2 men in the machine gun bunker, 2nd line of defence,
left side of the map, where you can't get in yourself because it is in the fog,
can cause a trap point for the enemy.
Once the enemy could not get at them and they just stayed there.
Also all heavy guns I order become detached on the right side on the map spawn point.
Only the Opel trucks come out of the fog !Last edited by OVO; 14-06-2012 at 00:18.
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14-06-2012 #164Member
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I am trying to play these maps from inside the GEM editor. Is there a way to fix them so they react correctly? What happens is the triggers all want to fire at once. So it is constant artillery and reinforcements. I tried setting it so it defaults to normal difficulty which fixed the countdown timer, but not the seemingly 0 delay on artillery and reinforcements.
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15-06-2012 #165Member Level 6
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Hehe Dynamite cliffs has a odd design, I wonder what fastlegz smoked when making it xD
I might remove it in feature releases or maybe redesign it to work better, fastlegz havent been around for a over a month now so we'll see when he shows up.
Hossinfeffa, to play it in GEM editor can be quite a hassle and requires you to add a delay to all triggers that has a delay within a difficulty (if) trigger. I never play it in GEM editor anymore..Neverending Battles of WW2 Skirmish mod for MOW:AS
http://digitalmindsoft.eu/forums/sho...ending-Battles
http://www.moddb.com/mods/neverending-battles
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16-06-2012 #166
Been playing #7 Ardenne Forest.
No major problems with this map.
1 thing though...........
Could the repeating sound effects of the American boot camp be turned off ?
Also that plane diving then crash repeater.
Very irritating.
Only started getting it with this and #5 map.
Also about #5 - the Russians have German MP40's.
example - the Conscript squad.
I still have some bugs with the game saves.
When loading a save, hedgehog laying has been stopped if a line of them were in progress.
I have to go around to each one and restart them if they are still there !?
The worst bug about these saves that can often happen
is if a hedgehog row was being laid then when save is loaded
the man laying them has completely disappeared off the map!
You can see them in the save screenshot, but when it loads they are not there !
This is like the mortar men being there, but invisible until you detach them form the mortar.
But with the hedgehog laying men they don't exist anymore on the map,
that means the hedgehog has gone with him.
UPDATE -
I found out what causes the hedgehog men to disappear after loading from a game save.
If you use the men inside the engineer truck to lay the hedgehogs!
I use them because they get to the position first.
Could you fix this so they don't disappear ?
Why some mortar teams are invisible after game saves?
The new ones that you buy this happens to.
I saw this happen with Russian BS-3 artillery also.Last edited by OVO; 04-07-2012 at 02:58.
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16-06-2012 #167Member Level 1
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I had a time to play this mod again, and althought there is no major changers from 2.2, it's nice to see that some things are sorted out. To all who are responsible for this great mod (especially Ozka420) I tip my hat for, no doubt, hard work done.
That said, I have some comments/suggestions that could be, if authors deem ok, included in some next iteration of this mod:
- - As in real life, when soldiers run out of ammo they shouldn't stay motionless, but instead retreat to nearest ammo crate, corpse with appropriate ammo or nearest solder for some spare clip.
- - Enemy tank crew, if somehow alive, should try to repair nearest vehicle or gun, mount it and tried to fire - if not they should retreat or pick up some better gun if in close proximity.
- - Auto ammo replenish script is very nice idea, but it should be modified that gives ammo to a soldier, depending what type of gun he has in his arms/inventory. Very often heavy infantry can use submachine gun or mg42 with same proficiency (number of stars) . I always equip them with best available weapon, in most cases some heavy gun. Trouble starts when they go to resupply - they were given ammo for a gun they start with.
- - For gameplay sake, maybe at least first line ammo resupply boxes should be moved out of artillery fire: whenever I suffer direct artillery hit at that place I reload. I could understand reasons for placement, but I really think that, as in real life, "supply units" are almost always moved out of harms way, so should this "ours".
- - More randomized enemy units should be nice.
- - Enemy tanks should be more harder to capture (5% or less chance for repairability). At present state, I almost don't have a need to buy tanks at all

- - Enemy could repair its tanks in much bigger percent.
- - Tanks should always be accompanied with soldiers (and even some light vehicle). Especially heavy ones.
- - It would be nice to see some (scripted) enemy "formation" or combined tactic in one of the waves. As terrain and map is known, sometimes some "tactic on a large scale" could be played out by AI. Just an idea, but that could be great add-on for a mod
- - If some strategic point has been taken by the enemy, he should fortify it (scripted tactic for a specific point) and give us a chance for a short period of time to maybe retake that position.
Ok, I know that many of these things are SF, but hey, it's just my 2c what could be added an would be nice to see in this very well done mod.
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19-06-2012 #168Member
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Hello,
I downloaded the latest version of this mod i hear so many good things about and installed it as recommended. However, when i initializes the mod i cannot select it in the skirmish menu. I can see the top of Never ending, but i cannot select it. Please help. Thank you
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20-06-2012 #169
If you have the Steam version of Assault Squad, look at page 13, post #122.
It might be the answer to see the full clickable button for Neverending Battles in the menu.Last edited by OVO; 20-06-2012 at 05:40.
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25-06-2012 #170
Lucky your mod still works
after the game has been updated with the new Patch 2.05.13
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