Playtested again with your changes.
Here is the major thing that needs changed (before I look around in the wb)
- Salvageable vehicles are a big issue currently. You can only use the per-destroyed vehicles that have the prefix of "map object" which limits you to a handful of choices.
- Using the opel blitz truck and the pz4 tank is also not good as it can be destroyed and then salvaged.
These are pretty easy to fix, I do not want to harp on the other issues that were not addressed yet, but would love to show you in the worldbuilder when the I receive the zipped .sgb files. |
After looking at the map in game here are the things that I would change/rework
- Height variation is against the main combat lines, might not be a problem but will have to play test further to see if it is.
- Pathing issues for tanks between buildings and groves and buildings to buildings in certain areas.
- Middle VP does not accommodate for pathing on light vehicles and needs adjusted, since they currently path around far around it
- Munitions being directly connected to base territory could be a problem, it can be disconnected easily but before the change is implemented I would like to see how it plays more and what advantages it truly gives, if any
- Building imbalance favors west side base due to cutoff being held easier via team weapons, slight movement of the eastern side base will fix this.
That should be about it, if you have any questions let me know. |
Are they just not there? If that is the case can you send me the .sgb file of the map so I can take a look at what you are seeing? |
Changes from the second playtest have been wonderful!
There are however some issues that remain.
- Vision is currently possible through some of the building ruins, try using the sight blockers to keep from units seeing each other in undesired places.
There will be other issues that we can iron out as the map receives more playtesting. Overall I feel the map plays much better and the changes from here on will apply mainly to site blocking, pathing, and general map balance.
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Second week feedback:
- Heavy cover west side base cutoff to mimic on the mirror cutoff for east base
- Some building garrisons adjusted to have the same health as the mirrors or bring the value of the buildings close.
So far the changes were amazing and spot on. When I find some additional time I can provide some pics of the areas that I am talking about. There was also a game that we play tested on this where some of the buildings along the map edge would not allow ambient building call ins (JLS, Falls, ect; )
I will be editing this post with the pics.
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Problem Solved!!!!!!
I had 40 water points on the map do to all the farme channels, I deleted them and I am now able to save the map with out a bug.
So lesson lean, Never have moren then 2 water sources, I had 40 water sources on the map.
Thank you JohnSmith and Tric for you support and suggestions.
Best regards
Von_Smedman
Most likely you can still retain the canals, but you would have to get creative with hiding a 1x1m cut through the map, but it should not be undoable from what I see. |
Hi Tric, as of now I have no idea, what change, as the I was able to save a couple of time after the first bug, and now I dont know.
But I am going to try JohnSmith plan, to fine the error, as it gets copy with the stamp over to a fresh new map.
Thanks for the reply
anyway I have the map here as a test, but it has unfinished areas do to the bug, no god overview map.
http://steamcommunity.com/sharedfiles/filedetails/?id=395356279
How many water sources do you have? Make sure that you are using at MAX 2 total sources, that is most likely not the problem, but just in case.
Also if it ran out of map sectors that leads me to believe that is actually your territory points. Try calculating Voronoi, this may solve the issue, if you have to many resource points this can also be it. Make sure that you are using 14 total (10 territory, 2 munitions, and 2 fuel) is the standard. If you are using far more it may crash. |
99% of these errors happen on every build. Do you know exactly what changed between loads? |
Ah! Sadly you found the only known entities that block LOS are of the invisible variety. There are no other size variations of sight blocking, there are for movement blockers, but no sight.
Do you have a screen of what you are trying to accomplish so I can see what you want to do? |
Could you submit this for review in this forum please? Do not include the screen shots so we can avoid clutter. TY. I will get to review your map in the coming week. |