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MorgTzu

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About MorgTzu

  • Birthday 11/07/1968

Converted

  • Location
    Down Home
  • Interests
    My wifey, 5 little barbarians, & history
  • Occupation
    Designer

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  1. There is a lot of DISAPPOINTMENT no matter how hard I try to "abstract" it. 1. It seems the AI is almost always tracking you as if they had radar. Just watch your own rotating and out of control units and you know whats going on with the AI. The enemy's accuracy in the midst of confusing battle with smoke, incoming, and all the other "stresses" is super human and breaks all suspension of disbelief. 2. Many being spoiled by the "abstracting" of CC and CM are flustered (including me). Either the engine needs to be tweaked to match the "abstraction" as is supposed will be in the patch or remove cover and concealment as it just doesn't work. 3. The AI flips between being super "cool under fire" laser guided killing machines or utterly stupid lemmings...revealing the experience shattering SCRIPTING which has ruined the gaming experience as a whole. 4. I registered right after this forum started and had high optimistic hopes for this engine..all my posts have been constructive and positive, but I just can't take this anymore..I am not going to play a game any more where tactics and cunning are slapped in the face by "bots" and "scripts" and there is almost always only one or two methods or sweet spots on the map to survive the onslought. I am not into "PUZZLE" games. That has gotten so old. I'm so sorry to pull the comparison cliche, but Im one of those oldies that cut my teeth on panzer leader - the board game, ardennes offensive, then CC, CM, etc. If we can't do better than Close Combat for an abstraction of reality, then Ill stick with the new mods for Invasion Normandy. Maybe ill check back much later. Still love you Moon.
  2. Issues aside...if the community has anything to do with it, this is the video winner. Good job DeLAVega. Can you make a link for a download so I could watch on my windows player?
  3. That is an awesome pic. I know that valley o so well (as many do by now). I don't have screen shots, but back there in the "backdoor gap", my three tanks took out 17 enemy tanks (this after I blocked the bridge). When it was all said and done, 24 enemy tanks died. A little overwhelming to say the least. Then the mass suicide infantry charge by the russians across the bridge, dying to the last man...left me a little disapointed that it all seems so scripted and unrealistic...oh well, back to looking at screen shots.
  4. Just can't help it...no...sto-pppp, don't type that fingersssss!!! S-Q-U-A-D A-S-S-A-U-L-T No...really...it had so much potential. But TOW and others did profit from lessons learned (albeit indirectly) from that illustrious game's shortcomings. If you can find it for $10 or less, it's worth it to check it out.
  5. I think I may have to upgrade my vid card after all. Looking forward to the map editor most of all!
  6. Great to see this and other mods starting to come out. Since we don't have a dedicated place to discuss modding (yet) (we will soon im sure)...perhaps we could discuss this and some other xml modding aspects. First, this mod has too many units for me also or there is a glitch somewhere, but it is a great effort. I am working on a mod of training mission 4 using just an xml editor. I am simply going to add some infantry on both sides (carefully so as not to place men in buildings, etc.) and then reduce the sleeper russian tank to something much lighter to make it more of a challenge. The idea is to give the player 2 squads and task him with clearing the area in front of a larger advance. I am not planning on messing with the triggers at this point as it is really not needed. The only catch will be what the code does with the extra men I assign when the village ambush trigger calls. Im looking into that. Is there anything else that needs to be coded when I add units to a group? I don't fully understand placeholders. Any input appreciated. Some future thoughts...is it possible to place just equipment on the ground by itself (like a cache)? What would happen if a man was placed inside a building, would he shoot through it?
  7. excellent...asked for this in another post.
  8. Same here. I'm running a p4 2.0 1gig ram with fx5200 with 128 ram and can play fine on low with some performance tweaks. I was really expecting not being able to enjoy it, but it runs ok.
  9. MorgTzu

    Mods

    By the way...here is the link to the first mod posted (demo mission 3) outside the forum. http://www.cmmods.com/ It would be nice to break out a thread or at least a sticky for modders to start discussing things. HINT. HINT. Added: you have to register and login to download.
  10. MorgTzu

    Mods

    As in game mods...havn't posted here since last year (whew a lot of old names are gone), but have been having fun checking out what I can do with the xml in the mission files(without using the game editor). QUESTION: I see where one mod for demo3 has been posted, but is there going to be a new thread where we can discuss modding? Feel free to move this where it needs to be. Liking the game so far...lots of potential.
  11. It's almost time to go home after a long week, but i'm trying to decide wether this thread is depressing or smacking of idiocy disguised as twisted hillarity..is it real language by sane adults or just more spamlets dropped by adolescents from a culture far, far away... I'm going to take a break from my lurking for a few weeks...it's hurting me 'ol eyes. See yall after the demo.
  12. GETS MY VOTE FOR POST(S) OF THE WEEK: From MANX (in Tanks and Vehicles topic): "Camouflaging tanks & guns would be great, but as yet i haven't seen much in the way of terrain elements for them to camouflage into, and mask themselves against. A few scattered trees here and there, or single rows of trees lining roads/fields doesn't look as if it is going to provide much in the way of cover or concealment. Add this to un-enterable buildings, and i fear we are going to be fighting in the "open" most of the time. This is my only major gripe about TOW from what i have seen so far." "Since a very high proportion of would-be buyers will probably be coming to TOW from CM, i guess it's natural, but not necessarily right, to want to compare the two. In CM, terrain plays such a key role in everything you do and the decisions you make during a battle: I need to hold the ground around that farmhouse. Is it empty though? Should i send a recon squad over to find out? Perhaps i could go through that small copse over there to give them some cover. Hold on! What if there's a mg nest dug in there!? I need smoke, but it will take at least five minutes for my mortars to get into firing position and i need that ground now!! No, maybe i'd better bring up my assault gun and give the farmhouse a few rounds first, and just hope that there isn't a hidden AT gun trained on my positions. Not expecting TOW to be the next CM, but in a tactical wargame, i want to have to make decisions like these." (in my opinion) THAT about sums up 95% of the serious posts in the entire forum and probably the sentiments of the majority of CC/CM style players. I know the dev-dreaded word "COMPARISON" is in there...but that is the reality of making a tac-tac real time sim thingy or somefink...
  13. But on a more silly note... Can Moon or Megakill give the word that Arty smoke is at least one of those features being considered for the fuuuuture? I may be biased because I have seen first hand it's importance..but I was remembering an account I read in the 3ID History (one has a lot of time on their hands inprocessing into a division) of a WW1 battle which emphasized the use of smoke on the attack while charging trench lines. If I remember it right, the implication was that the correct use of smoke as a screen saved a lot of lives in that particular battle. Perhaps it was not as common especially in the early WW2 years, but it seems like it was mentioned in several accounts I have read of The Winter War and the Eastern Front.
  14. Thanks Megakill, that part 'bout more infantry missions in the demo (and hopefully game) restores my faith a bit.
  15. I thought this was resolved. Sammy, why are you trying to beat a dead horse over debatable features that very likely will never be in this game for many reasons. This is titled wishlist, but as can be seen from the context, it's a wishlist with somewhat realistic expectations. Maybe we need a stickied "(a)historical boxing room"..or at least Sammy could start another topic...and some people are starting to get excited 'nuff to start misspelling and stuff. Hofbauer.. We moved to Ledward, I think sometime in 94. I'm prety sure it was 7th cav over there, but it's from memory. Yep, went to some crazy parties at Askren Manor (that was the main housing outside of Ledward, right?) where those ..um unfaithful spouses hang around preying on young soldiers.
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