![]() It wouldn't be a huge issue if I could simply go back and select a different course of action, but with the Conference system, but the game doesn't allow this. I think this could be articulated better so that I understand the frontline rollback implication. The game actually cares for this, as it offers an option to make an alternate-history earlier run for the Apennines, presumably factoring in my previous success. I understand why it is so, but in terms of overall game progress, it's somewhat puzzling. For example, once you complete the first leg of mainland Italy's invasion and choose the historical path for the second one, the frontline and the objectives assigned to you are moved back according to the historical timeline. Some of the scenario progression is slightly odd. I would add some tooltips on the unit data card. ![]() I realize this is likely the ultimate challenge to pull off in making a strategy game, but there are gains to be made on this count IMHO. I find the AI to be overly cautious at time. No big deal, easy to get used to, just a note). Somehow I find navigating the map not entirely intuitive (I often select a unit when I actually want to pan the camera, for example. There are some mechanics that are a bit harder to figure out, would be great to have access to the manual from the game. They provide a surprisingly deep set of options to run your battle. + The HQ actions and upgrades are really interesting and quite useful. + The more I play, the more I find that there's a lot to love in the way some aspects of operational warfare are being abstracted, from stragglers being reintroduced as spare steps to the expense of HQ command points to the flexibility provided with re-assigning steps. + Dunno if people will be able to visually mod the game, would be great, especially to get more variety on motorized/mechanized units. + Cloud save, yay! Lunch breaks gaming here I come! + Comes with an editor! Can't wait to see people's content with this, I haven't looked at it, I *think*, for now, we can create only single battles but hopefully, we'll get to create full campaigns. + The field manoeuver tutorial is an excellent idea. Great map! + Excellent overall look and feel. + Deeper logistics and HQ mechanics + Same great visual style, only better. For example, refer to the following code snippet.A great evolution from the first game. To create a Dedicated Server build through the command line, use the -standaloneBuildSubtarget Server argument. Refer to Creating and Using Scripts to learn more. ![]() buildPlayerOptions.target = BuildTarget.StandaloneWindows īuildPlayerOptions.subtarget = (int)StandaloneBuildSubtarget.Server For example, refer to the following code snippet. Set buildPlayerOptions.subtarget to (int)StandaloneBuildSubtarget.Server. To create a Dedicated Server build through a script: Tip: You can further configure the Dedicated Server build through the Player settings Settings that let you set various player-specific options for the final game built by Unity. The combat works, and feels completely fair, which is something that can’t necessarily be said for all recent wargames.
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