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Mukavamedia

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  1. I think TOW has a big potential to become "the wargame", but I think it is not ready yet.
  2. Thanks again, I am very glad to see so many positive feedback on this!
  3. Thanks for you comments! Yes, I quess you´re right about 50/50. Lets say that I was just interested to know the total power of each team when creating a battle.
  4. If I understand right, the MP game with time limit and deathgame means that after that time, the player that has killed more enemies is the winner! BUT, how about MP game when time limit and attack/defend, how is it determined if the attacker was succesfull or not? Are there other conditions that you can make. I think I read somewhere that triggers could be used, could someone perhaps mention any examples, please.
  5. Thank You all for so many responses already. How about and idea of starting with what we got already. We could take CCV mod, for example "Stalingrad der Kessel" (With lots of wintermaps) We could then start CCV Multiplayer Grand Campaign. Both players make their moves like normallly in a CCV game. After the moves, there will be some battles. Now instead of going to CCV battles, we could close CCV for a while and start TOW and fight the battles in TOW. (There are lots of wintermaps in TOW that can be used as such) After battles the CCV map frontline could be updated accordingly. If the attacker wins he gets that particurlar map area, if he looses the frontline stays the same. I think that could be quick and dirty starting point of Grand Campaign in TOW -development. In fact all of the above can be done already now manually. After TOW results it is very easy to make the same result in CCV maps. (The loosing side just takes for example one sniper and places that in front of the enemy tanks.. After going trough all the battles that way, the CCV Grand Campaign map is updated according to figths in TOW!!!! And then players could do their next moves. Instead of doing all that manually, some coding might be useful to get TOW fights generated taken in to account previous losses in that unit etc... [ March 04, 2008, 01:25 AM: Message edited by: Mukavamedia ]
  6. I bought the game and I like it. It has a big potential to become the best strategy and combat simulation game.....but before that... I think it needs "Closecombat " style of "Grand Campaigns". Like in CCV the grand campaign was really interesting with a big strategy map. It should have that kind of big area/map where all the "big" decisions are made and then the actual battles would be fought in the missions. Are there any plans to develop that kind of campaigns? [ March 03, 2008, 04:21 AM: Message edited by: Mukavamedia ]
  7. I have made a couple of MP missions and the generator works fine. Is there some way that you can check that both teams are even? They have some kind of team points, but how could I check those in a selfmade MP mission. Isn´t it nice when both players in MP game have the same chances to win? [ March 03, 2008, 03:34 AM: Message edited by: Mukavamedia ]
  8. Thank You, that is a good and very useful hint for me. I think I just get more used to move the camera with the mouse the more I play. I will buy the game today!
  9. I have been playing the demo a couple of times, it looks really interesting and I am thinking about buying the game. I just found out that selecting a unit and by pressing "enter" I can go to see the combat as seen from the soldiers eyes, that is cool! I like that very much, but...in a combat situation I then want to get a general view of that situation, what keys do you use for that? I have then pressed "enter" again and then arrows and mouse to get the camera behind that soldier, but when I do all that, the situation is over, i am too slow...So is there any other methods that you use for situations like that. Any other hints that you have to camera controlling. So far that has been the biggest problem for me. Is it possible to assign keys to different views so that I would not have to do it the "hard way"? Thanks for any advice!
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