FF5.5 Tiger Spirit campaign test - Winnable.
Posted: 2010-08-28 08:46:32
Since my tests with PMC TCL-campaigns can not achieve a win/lose ending, i started a default FF5.5 cam for comparsion.
i picked Tiger spirit, ran at 16x in 2d, joined some flights for AG missions.
http://i112.photobucket.com/albums/n192 ... /ghhtr.jpg
though it's winnable, my impressions listed here..
- the pic shows i've cleared ALL red GUs in Wonson, and MOST red GUs in P'yongyang, few blue GUs are close to take them. Blue dominates the air. it's just a matter of time to win - so i speed it up by ordering a nearby GU to capture Wonson. Since TRI setting for Victory condition is capturing Wonson OR P'yongyang, the war ended once that GU got Wonson on Day 5.. earlier than AI planned.
- the cam ran thru offensive- defenisve-consolidatoin-major offensive cycle in first three days. At first i thought Blue will lose and unable to move north, as Red made aggressive offensive from air and land. the situation stablized on day 3, then Blue turned on major offensive.
- all event movies played, adequately.
- experienced two RED air power surges, one is Russian joining the war, and the other is China joining the war. the air situation is somewhat overwhelming.. but stablized later.
- Though blue on major offensive, i noted the advancing GUs are fewer than old day falcon versions!! AFAIR, in RV there're more GUs moving on major offensive, like "flow of steel". in FF5.5 it looks the flow of GUs is thinner, weaker, and scattering. Old day falcons there're THREE main advancing routes-- left, middel, and east routes. in this test all three routes has much fewer GUs moving.. thanx to air support, blue GUs still can move to their goals - without hot contact with Red GUs.
- dunno whether it's DB or AI brain issue, the GU vs GU fighting is fewer than old day versions. also GUs are less brave to engage enemies - they tend to count on CAS and stay away from red GUs. in my old day test, i noted GUs aggressively engaged Red units and took obj.. in this version i found the GU aggressiveness is lowered.
- the pic also shows Blue has MANY towed artillery and SPG units along DMZ.. they won't join the offensive, just stayed there till the war ended.
- even so.. thanx God those GUs move, and campaign can reach an end.. tho in a less exotic way.
- as for simming in 3d world, i experienced MANY CTDs. Some happened while approaching GUs for bombing - it seems a de-aggregating bug, the other, or most CTDs happened when loading in second pie, reported as "can not Get Radar type " error... it made me unable to highjack flights( with tweaked AG ordance).. and such CTDs mostly happened in later days of campaign.
i picked Tiger spirit, ran at 16x in 2d, joined some flights for AG missions.
http://i112.photobucket.com/albums/n192 ... /ghhtr.jpg
though it's winnable, my impressions listed here..
- the pic shows i've cleared ALL red GUs in Wonson, and MOST red GUs in P'yongyang, few blue GUs are close to take them. Blue dominates the air. it's just a matter of time to win - so i speed it up by ordering a nearby GU to capture Wonson. Since TRI setting for Victory condition is capturing Wonson OR P'yongyang, the war ended once that GU got Wonson on Day 5.. earlier than AI planned.
- the cam ran thru offensive- defenisve-consolidatoin-major offensive cycle in first three days. At first i thought Blue will lose and unable to move north, as Red made aggressive offensive from air and land. the situation stablized on day 3, then Blue turned on major offensive.
- all event movies played, adequately.
- experienced two RED air power surges, one is Russian joining the war, and the other is China joining the war. the air situation is somewhat overwhelming.. but stablized later.
- Though blue on major offensive, i noted the advancing GUs are fewer than old day falcon versions!! AFAIR, in RV there're more GUs moving on major offensive, like "flow of steel". in FF5.5 it looks the flow of GUs is thinner, weaker, and scattering. Old day falcons there're THREE main advancing routes-- left, middel, and east routes. in this test all three routes has much fewer GUs moving.. thanx to air support, blue GUs still can move to their goals - without hot contact with Red GUs.
- dunno whether it's DB or AI brain issue, the GU vs GU fighting is fewer than old day versions. also GUs are less brave to engage enemies - they tend to count on CAS and stay away from red GUs. in my old day test, i noted GUs aggressively engaged Red units and took obj.. in this version i found the GU aggressiveness is lowered.
- the pic also shows Blue has MANY towed artillery and SPG units along DMZ.. they won't join the offensive, just stayed there till the war ended.
- even so.. thanx God those GUs move, and campaign can reach an end.. tho in a less exotic way.
- as for simming in 3d world, i experienced MANY CTDs. Some happened while approaching GUs for bombing - it seems a de-aggregating bug, the other, or most CTDs happened when loading in second pie, reported as "can not Get Radar type " error... it made me unable to highjack flights( with tweaked AG ordance).. and such CTDs mostly happened in later days of campaign.