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Problem with the new maps.

  1. #1
    Member BlackLabel's Avatar
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    The geeks shall inherit the earth.

    Problem with the new maps.

    As much as i like to have more maps i encountered several problems. The thing is that the HQ areas are just too small. If you place a building "incorrect" you maybe have not enough space to build the Sturm Armoury or the Panzer Command. Keep this in mind if you play them. My enemy had to destroy one building for having space for the Panzer Command and i had to destroy the Weapon Support Center to build the Tank Depot.
    It happend on 2 maps. "Wrecked Train" seems fine.

  2. #2
    Member Warnstaff's Avatar
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    Sep 2005
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    Not THAT far from Relic.
    Maybe rotating base buildings would go a long way to solve this?

    P.S. I encounter the same problem as well - so I have to think very long term for placement (armor makers in the very edge, infantry at the very back and ect.).

  3. #3
    GodWin
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    can u rotate base buildings? i was under the impression that you couldnt.

  4. #4
    Member Warnstaff's Avatar
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    Not THAT far from Relic.
    Oh, no, you misunderstood me. It's a suggestion for a fix. If you COULD rotate buildings, that might help a lot.

  5. Company of Heroes Senior Member  #5
    I just finished playing Langres with the Warnstaff's AI Mod. It was a close one, but the AI was able to build all four main buildings on its side (ie, the only thing it didn't build was the Kampfkraft). I didn't get around to building my Tank Depot, but the way I had my base laid out, I think I could have fit it in.

    Is it me or does Langres seem smaller than Angoville and Beaux Lowlands?

  6. #6
    Member BlackLabel's Avatar
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    The geeks shall inherit the earth.
    One should be able to build ALL buildings in the HQ zone.
    At least there should be the space for it.

  7. Company of Heroes Senior Member  #7
    I'm not sure if the map side the AI had would have allowed for the Kampfkraft, but I'm pretty sure I could have built all the Allies building on my side. I built them all except the Tank Depot and I had left a pretty big hole for it.

    On another note, I don't actually mind if the HQ zone doesn't let you build every building. To me, in those cases, you have to make a choice on what units would be best for the map and your prefered tactics and which units you're willing to forego. Sometimes, you can skip building the Barracks, WSC, or Motor Pool (or even the Tank Depot) on the allies side, and you can skip Krieg Barracks or Sturm Armory on the Axis side, especially on smaller maps.

  8. #8
    Member Cobra5's Avatar
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    I think they should be doing everything they can to encourage every barracks to be built.

    Skipping teirs I always thought was a poor design descision. (It is a design desicion right? If not, what game is the design team playing? I want a copy )

  9. #9
    About Angoville...

    I don't know, it looks kind of crappy with the new farm placement. The northern farm is just so.. cramped. It doesn't look good, and aesthetics are important in this game. Perhaps it's just habit, but I do think I prefer the old one.

  10. #10
    Member
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    Sweden, Gbg
    Have anyone taken a picture of the strategic map(s) yet? Would like to see it(them) (it's a long time left at work )

    By the way I have searched after a posted changelog for 1.6 but cant' find any??

    EDIT; Ah, nice thx!
    Just time for a new sig..

  11. #11

  12. #12
    I do find that frustrating sometimes as well - there is nothing more annoying than having to destroy your own barracks to enable you to place the Panzer Command.
    "I'm as sane as the next river."

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    [1stHssr]Blackadder

  13. Company of Heroes Senior Member  #13
    What exactly did they change on Angoville?
    I've seen several posts where people have said a building was moved or modified. I loaded the map up just now to checkout the change but I can't see any difference anywhere on the map by scrolling or via the tactical map. And since I have the official strategy guide, I checked their map (the original) versus in-game map (not the in-game mini-map) and still can't see a difference.

    Has anyone documented the exact changes to the official maps?

  14. #14
    The northern-most building was moved quite a bit to the south.

  15. Company of Heroes Senior Member  #15
    North, South? That's all relative, especially once you start rotating the map. Relative to the default starting locations (ie, when starts are Fixed vice Random) are we talking about the building closest to default Allies base (ie, part of the cluster of three buildings closest to the road)? If so, did it move closer to the default Allies base or farther away? How many virtual (map scale) feet did it move? It couldn't have moved much by my recollection.

    In so far as map directions go, I tend to think that the central road runs north-south with the default German base in the north and the default Allies base in the south; the open field-ridge area is east of the road and walled farm west of the road.

  16. #16
    Black, you obviously know the building we are referring to so I will spare you the descriptor but it has been moved *away* from the allied base...whereas before the building was almost parallel to the strat point and had a tree or other bit of light cover to its right, it has been moved back by at least its own depth (north/south). That might not sound much but its quite obvious when you see it. You can actually sneak out of your base by sticking close to the fence line whereas before you couldnt. The farm area there does look quite congested as Falaris said....other changes I noticed is a fence in the axis base area on the right. This gives some cover to units advancing/defending from the stone wall/high mun point area since before that was just a meadow. Not to blow my own trumpet but as predicted in a wire thread, they have moved the left hand side MG bunker in the allied base so that you cant wire it off....well; as easily as before. Anything is possible if you are willing to sacrifice enough men. :P

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