Jump to content

aka_tom_w

Members
  • Posts

    8,130
  • Joined

  • Last visited

Everything posted by aka_tom_w

  1. remember this thread when v1.05 comes out! and compare your results!
  2. When I bumped this one some time ago I was actually looking for the other thread about action spots which is now tw threads below this on on the list.
  3. -Kwazy Dog v1.05 is on the way, so says an official from BFC. Much closer "could" be interpreted to mean sometime in the next week or two. (maybe) Or it could be interpreted to mean in the next few days but I personally, would not read it that way. FWIW [ November 08, 2007, 09:24 PM: Message edited by: aka_tom_w ]
  4. I would like to suggest if it was that easy to do it would have already been implemented in the game. The devil is in the details, but its always good to request or suggest the need for newer, better and more realistic tools in the AI editor.
  5. There may be two ways to look at this, are you asking if you can make the painting of the trigger area's on the map while you are actually the player playing the game OR are you asking for triggers and trigger effects to be available for the scenario designer to help prompt the AI? BOTH options would be kind of a BIG bonus and great addition to the current system, but I don't think this concept was ever part of the original design for the game. (nice idea though, just needs some working out of the details as to exactly how to make compatible with elements of the game code already in the game.) AND for sure that would be the tricky part. I am really looking to the future and hoping more options for triggers and some form of "if this then that reaction" programing is available to scenario designers for AI programing in scenario design for the eventual release of the WWII series of games some where down the road. Its clear there are not enough tools and options to let the scenario designer script the AI to react to events other then along a linear chronological timeline in the current release of the AI and Scenario editor as it stands now. [ November 07, 2007, 09:51 AM: Message edited by: aka_tom_w ]
  6. then there is the little issue of the "grey area" of action spots which I thought (but I could be wrong) is the center point of each virtual 8m square that underlies the map that you can't see that has some sort of impact on LOS. I think it might be correct to assume it is ABSOLUTLEY unavoidable due to computer hardware limitations. [ November 07, 2007, 09:38 AM: Message edited by: aka_tom_w ]
  7. I'm Mac guy, we do it different on the OS X side and my key board is a Mac keyboard on my labtop with a apple or a command key where the "Windows" key might be I think... so to be fair, no I am still learning about ctrl-alt-delete thing but THANKS
  8. I have killed BMP's no problem with the Paladin 155 anti Armour round. (in the game) I am not sure about the 120mm anti armour mortar vs the T72 however. I think IIRC that I have K-Killed big tanks like T72s with the 155 Paladin Anti Armour rounds, but it was a while ago so I am not sure. (in the game)
  9. it works park the AFV behind the hill or building or rise, dismount the crew (bail out), have the crew slow move (crawl on their belly) to the top of the crest of the hill or dash into a building, and then face in the direction of the suspected enemy, if you do this somewhat "stealthily" then you can find out where the enemy units are and then get the crew back into the Afv and retreat. it works GREAT if you use technical precision in the execution to make sure the crew does not open fire (tight 10m cover arc) and make sure they keep their heads down except to peak over the crest.
  10. I'm not sure... perhaps the game models the communications (radio) net and sometimes a friendly unit that does not have LOS to an enemy unit can target it without actually seeing it. (maybe?) I would suggest that may be a "grey area" or it could be a bug but the darn game code is VERY complicate and as Steve has mentioned, ONLY Charles REALLY knows what's going on under the hood.
  11. Sorry this question is not specific to CM:SF Sometimes when starting the game CM:SF hangs, and my only option is to restart the whole laptop (power down and boot up fresh), its usually ok after that. What is the key combination on a macbook laptop to force quit a windows app (alt F4 Delete?)? thanks, it does not happen very often but if there is an app that hangs in windows XP, when running on a mac laptop (any app) what is the force quit key combination?
  12. Just to make sure: I am not talking about the building over the "victory location" with the green base, which is standing alone. I did not dare to advance that far. I am talking about the leftmost pair of buildings. Best regards, Thomm </font>
  13. it is possible the game is so smart it will allow you (the commander with the God's eye view) to order one of you units to target a unit it cannot actually see. (sometimes) this happens when there is no LOS or LOF. When the unit comes into view then the unit gets Line Of Fire to the target it can open fire. I think the blue target line your are reporting is not and actually stream of rounds firing through the wall or the house is it? (if it is they say they are working on that for V1.05) ok?
  14. If you are curious, you can always open the scenario in the editor and see there are invisible objectives the Red Side needs, and they are NOT listed or marked in anyway as objectives for the Blue side. This one has the finger prints of more then a few folks on the design of it. The original scenario was an exercise in testing the limits of the Editor (At least it was for me when I started to work on it sometime ago). This design history of changes was made more complex by Mark Ezra, and another designer who he credits. It has now metamorphasized into the work of art you are all enjoying so much! The original scenario was also (when I worked on it) a test of the editor for objectives and what it would take to win or lose the scenario for OTHER things besides just ground based territory objectives. I think I tried to throw in a good mix of other non-ground objective things for points to test out the game engine.
  15. canadian currency went up to $1.07 on the US dollar today which is like saying the US buck is worth about ยข93 CND
  16. um.... just for the record how do we know the game code is not commented? In this thread, on this forum, who has actually studied or looked over the game code in CM:SF???? hands up? anyone?
  17. "Which CMBO battle is it a recreation of (long time since I played)? And why haven't you posted this in the Scenarios forum?" OK we just never thought of it I guess Thanks for the suggestion Since it was sort of a scenario by committee none of us really had time to post it to the Scenario's forum. (to be honest I totally forgot there was a scenario's forum) :eek:
  18. Great screen shots! Thanks Max for your work on the scenario as well. Sergei offered up the map and I expanded it by making it larger on all four sides, and did some preliminary work with the units selection and AI scripting plans, then Mark and Max worked on it some more to polish and finish for general release. (I've had a lot of fun fiddling with and testing the game engine with it) Enjoy.
  19. "Still on the melting away theme, I think that could be a nice addition to SF - the ability for the enemy to retreat off map, without the other side necessarily being aware. " THAT would be totally awsome! if it would include some form (I have NO idea how this would actually work) of victory points allocaded to the forces that effectively melt away off the edge of the map undetected. FOR sure that would be a first for a video game if I am not mistaken.... stunning in its execution if the AI editor could be programmed for such assymetrical tactical "slight of hand"! cheers!
×
×
  • Create New...