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D-day v3.7b patch


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#1 Mig Eater

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Posted 30 September 2013 - 09:40 PM

dday37b.png


A bit over due but here is a patch for v3.7 of D-day, it fixes a major issue with the American AI that stopped them from building anything after the barracks.

The JGNET camouflage net has also been completely removed.

New craters & burns have been added to the desert terrain, removing the messy RA2 ones.

The amount of time it takes for a object to be built has been doubled.

The length of build up animations on buildings has also been increased.

As well as several other small fixes, which you can find in the change log inside the download.

I'm sorry for the delay in releasing this patch, which I actually made at the end of June. To make it up to you all I have some big updates coming soon!



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#2 OmegaBolt

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Posted 01 October 2013 - 09:47 AM

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#3 LEGO

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Posted 24 October 2013 - 02:28 PM

Hey Miggy,

Despite regular praise words, I have to say, after played DDay for so many times...

I have grown a little tired with the "most units can not be repaired so just keep mass building them" style, I'd prefer every side or at least most sides to have a measure to repair most of their units. For the sides that have a fame of throwing way their own cheap lifes like Soviets and Japs it may not be a bad idea to stay like this though...Hey, even the Soviets are famous for quick repair/revive their rough armors. 

And another problem is that most sides feel quite alike.  I use the same strategy to play most sides...So does AI. I donno how exactly but I feel it needs to be more diversified.

And a third issue... you still forgot that Jumpjet unit speed is not defined by Speed= but rather JumpjetSpeed=...And also JumpJetAccel/JumpJetTurnRate should be fixed to JumpjetAccel/JumpjetTurnRate to have a effect.



#4 LEGO

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Posted 24 October 2013 - 04:48 PM

Also I have a feeling that the Heavy Tanks are not that different from Mediums.

T-34/Shermans user to rush into very close range to get a chance to destroy Tiger but in DDay they don't need that.

Perhaps you can define the Heavys with a new type of Armor, and give Mediums a proper Primary/Secondary weapon system so they deal most targets at normal range but have to run closely to have shoot at Heavys.






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