John688 wrote:Phase one complete, I launched airstrikes on the Libyan navy, sinking a number of FFLs and shooting down all air cover, while a flight of F16s tried to take out the SA2 site with ARM's, but failed (they fired off their missiles before I could allocate them, must remember weapons hold next time).
Remember, the Weapons Tight command only applies to units under manual control. If you are uncertain of how it works, review:
Weapons Tight and how it worksJohn688 wrote:I'm really enjoying 3.6.3, I originally bought ANW but gave up with all the bugs, this version seems a lot better.
The most important thing is that you came to this conclusion on your own. You don't need to believe me or anyone else that ANW is a piece of crap.
John688 wrote:I your opinion what are the most serious bugs in 3.6.3 ?
The biggest bugs that come to mind in H3 are from the list of
* Known Harpoon 3 Issues:
1) Aircraft Logistics - ammo dumps on air bases are broken and will give you virtually unlimited re-loads
2) AI Sonobuoys - buoys dropped by units under AI control have absolutely no effect. Manually dropped buoys work.
3) World revolves in the wrong direction
4) Land unit weapons do not re-load from magazines i.e. SAMs
5) Mount Underrun - Mounts sometimes jammed with high number (6#,###+ in display) when left in weapons-free mode.
6) Underway replenishment of ships not possible
John688 wrote:I noticed in the scenario that a lot of the neutral ship contacts were red, even though they were described as neutral in the unit window.
This should not happen, IMO. You most likely attacked a neutral unit by accident at some point and they are now all hostile towards you.
John688 wrote:I read on a HCE forum that air to air SARH would guide even if they were out side the radar arc of the launcher, is this true of H3 ?
This is true for both HCE and H3 - SARH missiles can guide even outside the radar arc of the illumination radar. In H3, we can make it more realistic and try to restrict it to the launcher arc, but then it may cause other problems for the AI. For example, the AI cannot understand that it needs to keep the target within the illuminator's arc so it executes turning manoeuvres and the SARH missiles self-destruct from lack of guidance. For this reason, we try to help the AI by not forcing it to do things it cannot understand. As a player, I try to obey this real life requirement by not allowing my fighters to turn away after firing their SARH missiles even though the game will not penalize me for doing so.
John688 wrote:How often do you use Missions in scenarios ?
I rarely use AI Missions in my solitaire games. You can see why by checking out these scenario AARs:
AAR: Guardian