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Bridger15

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  1. Yeah, think of them as a defender's tool like entrenchments. Although there may be maps where the attacker gets TRPs, I don't know.
  2. Are you kidding me? Is this why the graphics are so much worse than other games? Because the AI, physics, and everything else is all on the same core? That's reprehensible if true. Edit: Wow, it's really true. That's extremely disappointing. Love the BFC game design, can't get behind their engine/UI choices. I'll still enjoy the game, but lament that it could have been so much better.
  3. I didn't mean to say that the mechanical calculations were more detailed, but I do know that all of the projectiles are calculated using an physics engine. It's not just a % chance to hit or miss, the projectiles are fired at a specific angle with a velocity and their ability to hit or miss is based on how the physics models the shot. That said, CMBN certainly does have a lot of other things to keep track of (individual ammo capacities, unit morale, C2 status, etc.). I'm still not sure that keeping track of all those statistics is enough to make the engine the way it is though. I bet you could dedicate one of my 3.0ghz cores to AI, one to keeping track of all the statistics, and one to physics, and you'd still have the GPU which could render a lot more quality than what's in CMBN now. I think the real problem is man-hours. BF probably just isn't a big enough company to have enough coders to put in all the shiny production quality that you see in AAA titles. I'm still quite put off by the lack of tooltips though. that's my only major concern. Everything else is just me picking nits.
  4. Supreme Commander had many many more units on a much bigger (and more detailed) map in a much bigger and more detailed engine. It also had a much better camera system. If I could zoom out and then zoom in on my mouse it would be much easier to move around the map. Is there a slider or some kind of button I could use to move the camera faster so it doesn't take me 12 seconds to move from one side of the map to the other? Also, the closer I get to a ? icon the smaller it gets. This often results in the icon being buried in a hedge/bocage when i get close enough to give orders.
  5. It definitely looked "double wide." The problem is that my engineers will blow open a hole and then immediately run through the gap into wide open enemy MG fire. Can't I make them blow open the bocage without running through it after? That way they can blow it again to make it wider if necessary... I had some other wierd issues with that game and vehicals. One halftrack I cleared of orders, gave it new orders, and then when i started the turn it counted down from 5 second pause, then reset to 5, then counted again, and kept doing that no matter what I did. Every time the turn started the halftrack would just sit there on indefinite pause.
  6. I've got some really weird behavior with my tanks. I opened up a gap in the hedge with my demo charges, but my tanks refuse to use the new opening. I give them orders directly to the opening and through, but they get there and turn around and go a completely different way. The only thing I can see maybe stopping them is foxholes on the other side.
  7. Seems to make sense that you always want to ammo bearers near the heavy weapon that can use their ammo, so why don't they merge with the appropriate squad the same way a split rifle squad will reform if you leave them near each other?
  8. Place them in the colored areas and wait. Like, behind the hedges? I didn't think you could see through the hedges?
  9. small covered arks? You mean target arcs? From where? Behind the hedge? I didn't think of disembarking the armored cars.
  10. I'm not sure what I'm doing wrong. You're given a single squad split up into teams, 4 Halftracks, and 2 Armored Cars. I tried splitting up the teams and having them scout by themselves slowly through the hedges. They died without seeing what shot them. I tried moving the armored cars slowly into the center, they died without seeing what shot them. Then I tried moving the infantry and armor in together at the center point. I managed to get sight on the AT gun and a squad or two, and suppress the AT gun so it didn't instantly kill all my vehicles, but then my squad was continuously killed by enemies behind hedges that I couldn't' see. The whole point of the mission is to recon the enemy forces but they never actually show up to my spotting. If i sit behind a hedge for a long time they never get spotted. if I move out from behind the hedge, the units die and the enemies still don't get spotted. What am I doing wrong? (playing on warrior difficulty btw).
  11. Following this chain of logic, the most intuitive system (IMHO) would be to click on the intended target and hit a "support" button, then it shows you any FO that have LOS to the target (and the quality of those observers when factoring in their rank, range, etc.). But it's pretty easy to spot FO right now. At least I think it is. I haven't played any REALLY big scenarios yet.
  12. I know fraps can make movies. I'd like to be able to have people submit replays to me and I could make movies of them, commenting on the strategy etc. I do this for Company of Heroes in a show I call Tales of Heroes. Thought about doing something similar for CM, but no replay system makes this difficult. It shouldn't be too difficult to put in if they had been planning for it when they built the engine. If not then it may be way too hard, I just don't know. The way other RTS games do it is simply have a saved starting game state, then save each of the commands and when they are given. Then when you watch the replay the game is literally re-playing the game. All the same orders are being given and all the same calculations are being done (using the same random seed). This makes the replay file very small (less than 1MB). Theoretically this should be possible with any game that can have a real-time element, but there may be something in CMx2 that makes it harder than normal.
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