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aka_tom_w

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Posts posted by aka_tom_w

  1. Originally posted by Rollstoy:

    I am looking forward to the comments in the press about the fact that the Syrian player can 'order martyrs to blow themselves up next to US troops'!!

    Best regards,

    Thomm

    So what you are saying is that this sort of FREE press and exposure, that might even come from CNN (Combat Mission was on CNN once!) should be avoided because the realistic nature of the simulation of martyrs is "distasteful" in a military simulation game?

    come on...

    If BFC gets free press (you can't buy advertising as effective as sensationalistic news/media coverage about a ground breaking new feature in a video game) because this is the MOST accurate game of its kind (including suicide martyrs) that has to be a good thing for sales.

    Most military simulations, (and by extension FPS shooters) are not really "wholesome" to begin with. If this one is a little more realistic and gritty then most, then so be it. I look forward to playing the final version, and these new additions with unconventional Syrian forces will make playing the Syrian side a real consideration from the perspective of play balance.

    I think everyone first thought "Oh why bother playing, the US will win EVERY scenario EVERY time and the Syrian player will never have a chance". The AI will be boring and the AI will play the Syrian side everytime, because no one would ever opt to take on the mighty US military as the rag tag Syrians. Well think again, if this game really simulates assymetrical warfare in Syria in the near future it could really prove to be an interesting tactical challege to actually claim a victory with the US forces.

    Bring on all the media attention you want, GOOD, BAD or indifferent, it can only increase awareness and drive sales up.

    -tom w

    [ January 31, 2007, 09:13 AM: Message edited by: aka_tom_w ]

  2. When SimCity (Maxis) decides to go into business (partnership unlikely I would bet) with BFC we might see some real breakthroughs on problem of civilians. BUT I am not holding my breath. Everytime I hear the suggestion of civilians in CM I think of SimCity or the Sims, (SimCity would be better for AI behaviour of urbanite civilians IMHO).

    I think Steve's posted proposals for unconventional forces and martyrs and enemy combatants will be just the right balance. What I see is a very wise decision to do what is doable and program what is managable so it may appeal to some Defense Depts. somewhere as a training tool for leadership.

    It sounds perfect to me!

    Keep up the good work.

    -tom w

  3. In a warzone a random explosion does not seem all that out of place to me?

    Random explosion of a bomb maker (IED)?

    Random accidental airstrike?

    Random martyr sucide attack, explosion out of control of both players?

    Random ammo explosions ?

    Random fuel explosion?

    Randow explosion of a storage shed of land mines?

    Most of you know I have no real world experience in these things, so I will of course defer to the opinion of folks who have been there, but it would not surprise me that a %1 chance of a random explosion (in an urban setting only) in Syria would be an event that could be modeled in this simulation. Sort in the vain of "War is hell" (same response to folks complaining about bogging, sorry "War is hell")

    But that's JUST me.

    -tom w

  4. Originally posted by Battlefront.com:

    Random is interesting, but I'm not sure we'll go that route. It is something to consider, though, so consider it considered ;)

    Steve

    I was thinking "random leathality" as in a random explosion or fire or building collapse or martyr attack could be programmed into the game in addition to all the other factors Steve mentioned.

    I like the %1 random event that is an explosion somewhere.

    Now the question is %1 of what?

    Maybe like one chance in a 100 that in one game (once) there will be an event that might (%50-%50 chance) be close enough to a US unit to do some damage? Detonation based on what premise? Proximity? Chance?

    I like the random idea BUT not to exclude the concept player controlled (at least in theory) martyrs.

    interesting none the less

    -tom w

  5. I like it!

    In any urban setting in Syria this random (I like it closer to %1 but that is just me) would add an element of unexpected "leathality" to the game that would likely be to the advantage of the Syrian, player. I like it, and I would consider it a form of "Home Field Advantage: Syria" smile.gif

    "It would be unexpected to everyone, but especially for the US who wouldn't be able to tell if it was a random, or a planned."

    That part about unexpected AND random is good for making the US player ask himself "Was that planned or an accident, or just plain random bad luck"?

    -tom w

    Originally posted by Peter Cairns:

    The random route might be a lot easier to do in game terms as it would involve a vehicle or building just exploding for no apparent reason, so all the difficult coding bits would be avoided.

    It could simply be a percentage (1 to 3% isn't unreasonable) and then a location calculated on urban density and troop density giving the appropriate building car for location and a certain number of troops near by to detonation.

    It would be unexpected to everyone, but especially for the US who wouldn't be able to tell if it was a random, or a planned.

    Peter.

  6. Let the accusations of "gamey play behaviour" fly !!!

    I'd be curious to know if you're planning to put any particular C&C and/or behaviour restrictions on Martyr units. As you mention, Martyrs in the hands of smart human players will probably be much more effective than they usually are IRL, because players are will probably be craftier about how they use them, and how they coordinate them with other, non-martyr units. For one, perhaps they should be a bit "hot to trot," likely to engage/blow themselves up at the first opportunity, regardless of player orders? Seems to be what often happens IRL. . .
    "crafty human" are you kidding??? This will be the new "high ground" of gamey play.... :D

    I hope they play test the heck out of this stealthy operative "thing" because in the hands of a gamey Syrian player, the US will never have a chance in some scenario's. (I hope we see one in the first Demo scenario's they release, with operatives and irregular forces the chance of Syrian victory will be decidedly higher.)

    I guess I am thinking that assymetrical warfare in general is in fact the VERY definition of "gamey".

    I can't wait! smile.gif

    -tom w

    [ January 26, 2007, 11:34 AM: Message edited by: aka_tom_w ]

  7. WOW

    "Looking forward to French farmers in the WWII game. Of course the German player would not be restricted in shooting operatives there."

    OK! great minds think alike!

    WWII Resistence fighters! WWII will never be the same for the Krouts again in the ETO if the next CMx2 game in WWII simlulates the efforts of the French Resistance (that if memory serves, (I guess that makes me sound "old") ) who were in many cases well co-ordninated and in communication with Commonwealth (British) forces sometimes. I am thinking of resistance efforts the morning of June 6 1944, for instance.

    VERY interesting.

    -Tom W

  8. NOTE... this portion of the engine hasn't been written yet. The basic design has been on paper for some time now, though. I doubt it will go in exactly as I would like, however the basic concepts discussed above are likely to make it in as described.
    :eek:

    WOW :eek:

    um

    " this portion of the engine hasn't been written yet."

    If you plan to do that justice then it sounds like we are ate least 4-6 months away from a release date. (please tell me I am mistaken) smile.gif

    Maybe I am wrong, and this part of the game engine won't take more then a few days to a week to code, but I am just guessing that play testing this aspect of the simulation will take a heck of a LOT more time than that.

    hmmm

    (sounds great though!)

    -tom w

  9. Reading this made me think of John's comments about how easy it would be to make and set off and EMP bomb. (electro-magnetic pulse device.) Looks like they are having serious problems with Jammers for IED's and radio coms.

    The jammers, which block signals that detonate improvised explosive devices (IEDs), have become so powerful they can "cause the loss of all communications" for U.S. troops, a Pentagon solicitation to contractors says. It calls for information on devices that will allow troops to use jammers and radios at the same time.

    snip

    The Army has ramped up efforts to deal with electronic communication and warfare. Since Jan. 1, each Army battalion headed to combat has been required to have an electronic warfare operator, said Col. Laurie Moe Buckhout, chief of Army electronic warfare. Rendering IEDs harmless by an electronic signal will be one of the operator's responsibilities, Buckhout said.

    The Army has put electronic warfare on par with learning to fire a weapon or administer first aid.

    Army electronic warfare operators disrupt enemy communication, ensure U.S and coalition troops can talk to one another and prevent the enemy from knowing what friendly forces are doing, Buckhout said. A large portion of their responsibilities will be dealing with IEDs.

    Posted 1/22/2007 10:31 PM ET

    web page USA Today
  10. Originally posted by Elvis:

    HEAR YE....HEAR YE!!!!!!!

    An idiot challenged a moron to a war game. This very public and foolhardy challenge, as we all know, spawned a series of connections that have built strong bonds between many of us. And through this silly and stupid act two people were drawn together in ways that none of the rest of us were (sit down bauhaus).

    I am here now to formally announce that on the 18th of January 2007 at 4pm somewhere in Scotland two of our own were joined in matrimony.....

    Can we have a loud show of love for the new bride and groom....YK2 and mensch..Mr and Mrs. Gregory and Emma Mudry!!!!!!!!!!!!!!!!

    emmagreg.html

    Hey Good to see you back and active

    chat soon my friend!

    we need to catch up...

    -tom w

  11. This is what I was getting at earlier about 10.5 Leopard:

    The most interesting tip, and one that seems too frank for Apple, comes from analyst Michael Wolff:

    I had a talk with Phil Schiller at the opening of the 5th Avenue Apple Store, and I asked him the question, ‘will Apple include a virtualization solution in [the next version of Mac OS X] Leopard.’ He said ‘absolutely not, the R&D would be prohibitive and we’re not going to do it. Our solution is dual boot.’ (!)

    Given the way Apple has promoted Parallels Desktop lately, however, it doesn't seem out of the question that the company might look into bundling the software and/or offering it as a build-to-order option.

    I think we can lay to rest the notion that Apple will make OS X run Windows apps out of the box.

    That was the source I was thinking about when I posted that Leopard was never intended to be developed to run Windows software or games (virtualization)

    web page from Wired with Apple VP Quote

    [ January 10, 2007, 07:02 PM: Message edited by: aka_tom_w ]

  12. Hi

    This is about a month old from Dec 6 2006 but it is VERY relevant

    MacWorld Mag first look at mac games for 2007

    There’s no question in my mind that the Intel switch made things more challenging for Mac game publishers, but let’s get something straight: 2006 would have been a lean year either way. People aren’t buying games for their Macs in huge numbers. And no one’s quite sure why, as the number of Mac users has been increasing. Maybe they’re satisfied with game consoles, or maybe they’re not aware of what their choices are. Maybe they just don’t want to play games.

    Whatever the reason, this trend started long before the switch to Intel Macs happened. And as it turns out, the Intel switch is helping Mac gaming stay alive, not hindering it. Look for more of the same to happen as the calendar flips to 2007 as well.

    hmmm

    I hope Crossover works with CM:SF

    or it buy a copy of Windoze and a NEW Intel Mac for me!

    ugh :(

    (or maybe I can just skip CM:SF.... but I doubt that.)

    -tom w

  13. Originally posted by Peter Cairns:

    A system that let you run PC games without buying windows would seem to be a better thing for them to pursue, or as close to it as you can get.

    Peter.

    Is this technically possible?

    I am a Mac Teck Geek and consider myself fairly well informed regarding trends and the future of Mac and Apple's emerging technologies, but I have NEVER heard any rumors to that effect ever before.

    So the suggestion is OS X 10.5 Leopard somehow might run windows software without the user being required to buy Windows???? :eek: :confused:

    That sort sounds like it is begging a lawsuit from Microsoft. but I am not in the legal profession so maybe not?

    Do you have any references or rumor sites or web pages that have even speculated such a concept?

    "A system that let you run PC games without buying windows would seem to be a better thing for them to pursue, or as close to it as you can get."
    Sounds great, but I don't think even Apple will be interested in trying to pull that off.

    -tom w

  14. I guess this does not come as much of a surprise..

    Looks like an intel Mac with a bootable windows partition will be required to play CM:SF on a Mac when it is released.

    posted January 03, 2007 06:52 PM

    We are using OpenGL, not DX. As for making a Mac only product... it certainly won't be coming out along side the Windows version's initial release. Best case is we might do one later. Personally, I'm not sure it makes sense for us to do one at all. I'm getting an Intel based Mac very soon and will be playing CM:SF on that.

    Steve

    here is the link if you are looking for some context around the post, its in the "Will we be playing in less then 5 months thread".
  15. This is interesting..

    hmm

    "Each Alky Converter will solve these issues by converting a specific Windows game into a fully native OSX or Linux executable. Alky is fully 64 bit capable and has no Wine-like server architecture to provide unnecessary overhead and speed degradation."

    web page inside mac games news

    Fallen Leaf has announced Project Alky promising to bring high quality Windows games to Mac OS X and Linux operating systems. Project Alky uses "Alky converters" to convert binaries of games from one operating system to another. The technology behind this program at this time is vague, but clarifications by IMG members and the lead engineer of Project Alky determined the technology used Project Alky is not based on WINE, as previously stated in this news article.

    While Wine, at this point, is certainly a far more mature offering than Alky in certain regards, it falls well short in crucial areas including speed, overhead, and the inability to support the coming age of 64 bit computing.

    Each Alky Converter will solve these issues by converting a specific Windows game into a fully native OSX or Linux executable. Alky is fully 64 bit capable and has no Wine-like server architecture to provide unnecessary overhead and speed degradation.

    Project Alky appears to be concentrating on Mac gaming, unlike other offerings which have had little to no success with games.

    Features:

    -Exclusive sneak peak access to development builds of Alky Converters.

    -When you signup now, you will immediately receive access to the first ever alpha release of Alky which will convert the Prey Demo to run natively on OSX with full surround sound support! (Intel-based Macs only. Linux support coming soon)

    -Free access to all future Alky Converters. Current titles being worked on are Prey, The Elder Scrolls IV: Oblivion, and Neverwinter Nights 2

    While we can't guarantee which gaming titles we will finish and release, we can guarantee that every converter for every title that we do finish and release will be provided free of charge to all Sapling members. The ESRP for these converters will be initially set at $20 each.

    -Exclusive voting rights in the Polling Station (Coming Soon)

    -Wanting to see a particular title converted? Vote for it!

    -Discounts on games for Windows, OSX, and Linux provided by our partners (50+ titles coming soon)

    -This gaming membership alone will begin being sold for $20 per year beginning in 2007. As a Sapling member, you receive lifetime access!

    -Members only Forum access to interact with fellow Sapling members, Alky engineers, and Falling Leaf Systems management.

    -Let your voice be heard! Drop in to interact with fellow Sapling members or post questions or concerns for us here at Falling Leaf. We will do our best to be as responsive as possible.

    -Members only scheduled chats with Falling Leaf Systems staff

    -The first chat will be held in January with Alky lead Engineer Cody Brocious

    -Access to staff member blogs (Coming Soon)

    -Access to our events calendar (Coming Soon)

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