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aka_tom_w

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Everything posted by aka_tom_w

  1. Now, THAT is the question we should be talking about it. It might come down to a "bidding thing" Sort of like a game show where one player says "I can name that tune in 5 notes", the other player says I can name that tune in 3 notes (note, he one upped the bid so as not to get stuck with a counter offer of only 2 notes )..... so what is a fair fight? NOW that is a HUGE question. I would imagine there will be some for of bid and counter bid as to what each side/player considers they can win with. "How many untrained (but fanatical) Jihadists, IED's, technicals and unarmed collaborators would equal a full-up Stryker Brigade company"?? dug into an urban environment with "home field advantage" IED's, RPG's, HMG technicals, and stealthy uncon "operatives" the real issue will be getting the numbers right for play balance, and I am guessing Rune and Steve are working on this very issue right now. Great question though! How's that for an answer, Victoria? -tom w [ February 22, 2007, 09:00 AM: Message edited by: aka_tom_w ]
  2. nothing. [ February 22, 2007, 04:47 PM: Message edited by: aka_tom_w ]
  3. um well Well, I guess its back to the drawing board for Steve and the gang, maybe they should just start working on the WW II version of CMx2 now that we have that settled. -tom w
  4. my guess is its running at: 1680 x 1050 on the 19 inch Apple LCD but I am just guessing -tom w
  5. 1280 x 854 This is ONLY a guess but in the OS X thread Steve has posted that he is running the beta code in XP on a MacBook Pro and my guess is (unless there is something funky in the beta code and he is seeing black bars on each side :confused: ) that he is running in wide screen mode at about 1280 x 854 which is the standard wide screen resolution of the 15inch Macbook Pro (I think). I am on a 15 inch G4 Powerbook Mac (PPC NON intel) now and it is 1280 x 854. The other large format Mac wide screen LCD is 1680 x 1050. There has been no official comment but wide screen Macs never had any problem with any of the CMx1 games. FWIW -tom w [ February 21, 2007, 06:20 PM: Message edited by: aka_tom_w ]
  6. Hi BatAttack welcome just a reminder, this is a very old thread, I bumped it because another new member was asking something about how cover and concealment would work in the new game. Previous to the bump the posts in the thread were from Nov 2005. FWIW -tom w
  7. um " And if I were developing CM:SF with a feature like dynamic lighting, I'd have been bragging about it already." They have it covered! from the features section of the new CM:SF web site (its there). this thread is old news from Sept 2005 Steve says Dynamic light is in, captured in the massive Winecap synposis thread.
  8. bump this is an old thread for Lt Bull
  9. I think there some bones and hints about this somewhere this post does not really "cover" it but so far I can't find the comment or post by Steve that I am searching for. in my first search I found this: (the thread was called "Cover and concealment") [ February 20, 2007, 06:53 AM: Message edited by: aka_tom_w ]
  10. Good point if the plan or design or intention of BFC is the same as CMx1 there should be a form or "locked" scenario like the "Tournement Save" feature from CMx1. That would mean (if they use that feature again) that scenarios could be locked or open. AND therefore one would hope other folks could add other optional or alternative plans to anyone else's scenario, especially after playing it, and seeing what could be done different or better. Good thinking Sequoia! -tom w
  11. Has anyone looked at "Cider" yet? Cider's web page web page Cider FAQ [ February 18, 2007, 06:48 AM: Message edited by: aka_tom_w ]
  12. Current news Feb 15 2007 on the state of mac Gaming: Apple still quiet on game strategy @ Cnet news.com
  13. I have posted WHOLE chuncks of text here, because you need a log in and password to read those pages on gamasutra (its free but its a bother.) How to Port to OS X web page gamasutra
  14. Other Games use "artificial" edge constraints like steep canyon walls and the like. Given the freedom in the new terrain editor, I am guessing it would be possible to design steep rugged cliff faces ALL around the edges of the playing area, but that would be a gamey way to fix a potential gamey problem, and does nothing to add to the asthetics of the look of the game or the battle field edges. just a thought -tom w [ February 17, 2007, 11:29 AM: Message edited by: aka_tom_w ]
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