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Other Means

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Posts posted by Other Means

  1. They never do, as they are not a public listed company and it's nobody else's business, quite frankly. However, Steve will probably give some very general comments how CMBN fared compared to other BFC releases. Since Battlefront know their market relatively well, I doubt they will be surprised, unpleasantly so. ;)

    Of course we are all interested in Battlefront's financial well-being. They serve our hobby, and they serve it well.

    Steve's very general comment:

    John-W-Henry-007.jpg

  2. ...And saving my game and going back to the QB editor gives me -

    69 Meeting Engagement maps

    84 Probe maps

    80 Attack maps

    84 Assault maps

    That gives me 307 QB maps (numbers might be off a bit. there are A LOT OF MAPS). Sorry to have confused anyone.

    I'm glad I was wrong, because that means maps specifically designed for the type of battle we choose to play. Hooray!

    Actually, the terrain on some of those maps may be identical but the objectives etc. will be moved. So there's less than 300 - but there's still a lot.

  3. PM me and I'll send you my email address.

    No save needed. This is easy to reproduce. Not sure if this is a bug, or just a game limitation. Seems that once a unit is flagged for being able to access artillery and having a radio, it stays that way even if they leave their vehicle (which has the radio).

    I don't think he's talking about that - I can see the rationale there, they can still access their radio. However if the radio is destroyed they shouldn't be able to.

  4. I think 14 days (x2) is way on the low side. To get reasonable file sizes they'd need a way to separate the map & the LOS map from the damage to the map , the units properties (there's a 1000 item array each) and the time scenario properties (how many - no idea) FOR EACH TICK of the engine (10th sec? 100th sec? Only send changes or send every time?), batch and transmit them all in a reasonable fashion over TCP/IP, load them, update the map and LOS map with the points above THEN expose it to input, store that input, de-interlace it all again, send it back to the calculating PC (for each tick), adding in the input to the first PC's player and then calculate the turn before doing it all again.

    Or sumfink.

    Either way, it's no easy task. I think (on zero information) that if they could have had it in for a months coding and testing they would have.

    I also think (guess) there's no way it's going to be introduced in a patch. It's major functionality, not something you can "fix".

    Me, I'm not bothered by it. In many hundreds of CM games I must have played 4/5 by WEGO TCP/IP. I'd get much more use out of an integrated PBEM handler.

  5. Tomorrow, and tomorrow, and tomorrow,

    Creeps in this petty pace from day to day,

    To the last syllable of recorded time;

    And all our yesterdays have lighted fools

    The way to dusty death. Out, out, brief candle!

    Life's but a walking shadow, a poor player,

    That struts and frets his hour upon the stage,

    And then is heard no more. It is a tale

    Told by an idiot, full of sound and fury,

    Signifying nothing.

  6. I agree it'd be nice. The main issue is the last CMBN PBEM I played the turns were 18Mb.

    It's a LOT of data to be shunting round. Think of when you make a save, how long it takes, then factor in transmission time plus loading at the other end.

    I think they'd be better served building in an email client so PBEM turns can be sent automatically. Wouldn't be quite the same, but it'd make the process quicker.

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