That is the case with Tebourba. It was unwinnable for the British, and the PC alone can’t change that much history. But, as you noted, they can limit the damage and put the hurt on the Nazis. This was in keeping with the mood and flow of the story in general.
Going to finally have time to jump back into the code and figure out what was missed with the last correction. Anything you post here is welcome, especially screenshots.
… if we are following what the Army wants, our Stuart would be the Base Stuart with 0 upgrades, running on Hopes and Dreams, firing Dummy rounds, i thought they made it clear the Field modifications is like not 100% legal but everyone is turning a blind eye to it since if you do your job nobody would mind the E4 mafia working as intended
But i see your vision, well to that point i mean we could always be either the Command tank or a Recon tank, and well Comms is king there so yeah good suggestions
I think it’s the taking a walk on the third night on trebourba thing, I’ve been busy graduating irl, but last time i played the returns you back to the beginning of the day bug is still there, (I’m 80% sure there is an old post here with someone taking an SS on the codes that flags the very places you need to fix)
there is a lot of things in want of upgrades in the Trebourba and Final battle screen, Maybe a more intuitive Fuel and Ammo counter for Trebourba since in one playthrough i would either be able to Kill like 5 tanks in the streets of Trebourba or would immediately be told to retreat which is just dissapponting,
Meanwhile for the Finals, Cata would know this well, a battle map is sorely needed, what i imaged 2K being and what it actually is is very different, so at least a representation of where the gap is, What’s east vs West, what opponent is doing what where would help the decision making easier.
You can blame Burden of Command for this. Working with a dynamic scenario and a digital map made everything seem so easy in my head. Same with position of enemy forces and the condition of friendly ones.
But there may be no good solution to that in CoG. At least not without an iteration of specific map and unit position images that would bloat the game’s size.
However, that said, will consider some sort of hybrid arrangement or just a single image showing the initial position.
I agree for games like Burden of Command everything is easier to explain because you’d be carried by what you can actually see in game.
Like the whole trebourba arc i just aim for getting as much of the Hampshires out because i don’t know how many of them went out, in my head it’s 50% if we are able to do it perfectly, which is never confined either way in the book,
Still i agree, you don’t have to have every permutations of Enemy and Allied positions this is a book not a video game
Hell if i were you I’d grab like a 3d terrain map if it exists of the area and just red pointer every point of interest
Here is you, this is the mountain, this is the valley, this is where the mountaneer start, this is where the tanks came from, so just 1 pure base image to get the imagination juice set, then let said imagintaton go wild, as long as you describe it clearly (you have, just need a bit polish for the picture) then you don’t have to update the map every time.
Hmm. I did buy a map of Tebourba and the surrounding terrain. It is annotated with the various stages of the battle, but perhaps I can crop something together that is sufficiently transformative to be of use.
On the plus side, after a number of months, I’ve finally been able to track down the issue with repeating days in chapter 6. It was a tough one, and every few weeks the hunt for it would suck in some time but at last, there was a breakthrough. Simply put, the addition of days 3 and 4 were not accounted for in the early programming of the town activities and so the code just returned the player to the end of day 1 instead of moving things along.
Anyone have any further suggestions to add to the game? This will probably be the last update for some time.