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Hunter

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Posts posted by Hunter

  1. Originally posted by BlackVoid:

    I really hope the battles can be played TCP/IP. I imagine orders are issued in CMC and there are a few days to play out the battles. This should work...

    TCP/IP only suited for LAN? YOU gotta be kidding me. I played more than 150 battles using TCP/IP on the internet!!!! And the majority of these on a simple modem!

    It is funny that some people who post have absolutely NO IDEA. CM is a WEGO game, there is NO WAITING for your opponent. You can also set a time limit which helps a lot.

    The battles can be played TCP/IP. The strategic game cannot be.
  2. Ardem,

    If you own the 4 flags, you will own the tile, and be able to move out of it in breakthrough and exploitation moves following the battle. You could also retreat from the tile if you wanted to. If you leave the map and own no flags, your ME will be retreated.

    You can't for example move a whole armoured column 'off the board towards the enemy' and expect them to appear in the next quadrant in CMC. We don't get that kind of information.

    Hunter

  3. 1. It can be up to 5km away (settable by player for each order)

    2. They get a request from one of the potentially numerous supported units. The request is sent immediately upon contact, takes transmission time to get to the reserve unit, and they then move immediately. After they travel the required distance, they enter the square, as reinforcements if the battle is still going.

    The request is only sent if the contact is between two 'force odds ratios', set by the player. For example, the MIN ratio could be set to 1 (meaning don't come to my assistance if somebody weaker than me attacks) and the MAX ratio to 10 (meaning if they are stronger than me, up to 10 times stronger, come to my assistance). Any more than 10x stronger may mean the reserve unit er, loses, the message.

    3. Based on the transmission time of the signal plus movement speed (fast movement or travel speed).

    4. Should work, yes.

    5. You can bring all reserves in together, although CMBB has a limit to the number of units in battle.

    Hunter

  4. Originally posted by Dan Dare:

    will this be taken into account? let´s say that after 3 successful battles my regular pz grenadiers become veterans, is this possible?(hope so, because they for sure will become tired, so they need something to balance).

    next, if my batallion commander was kia, do i have the option to promote on spot one of my co commanders? (and so on trought the ranks).

    also, if i can save an OoB, will it be possible to save after one campain?, and then to be used for another? (i´m thinking on a kampfgruppe acting as a fire brigade without much time to rest and with just minor reinforcements to their damaged structure)

    and the last one, could i update individual units equipment? (changing those old pzIVe into pzIVf when they become available will improve my panzer btln even if i just change 1 per co)

    1. Yes, units can gain experience by being in battle and killing enemy units.

    2. Not sure. Still working on this.

    3. Yes, that's the plan. But there is no automated meta-campaign feature. So you would need to add the reinforcements and so on in the editor by hand.

    4. No. Not in a campaign, only in the editor.

  5. Originally posted by BigDog944:

    I imagine that the main piece (only piece?) of coding that Charles has done in CMBB is to allow CMBB to import scenario files that CMC has created (and the reverse, CMBB will be able to export the detailed end of battle results back to CMC). Given that the CMBB editor already allows you to create a battle with 'over-ridden' unit names, it means that the unit names are encoded in the battle file format, not assigned randomly at runtime. I'd take this to mean that the CMBB battles created will have the CMC unit names intact.

    What would be really nice is if that battle file import/results export interface were openly published at some point in the future. Something in a nice XML format, please! Think of the user community mods and campaign engines that would be possible!

    Not likely until long after the commercial value of CMC has trended to nil, though!

    By the way, Hunter... I know through years of personal experience that Python and wxPython are wonderful to code with! Excellent choice! I initially was wondering why not PyGame, but then I thought that the campaign editor of CMC would be far easier to code with the GUI components that wxPython gives you, rather than the minimal help you'd get from PyGame.

    Yes, we use PyGame, but needed wx for the complex GUI we require. You have summarised exactly the process we went through.
  6. Originally posted by Portero:

    From reading the FAQ and this forum I am being led to understand that you can take charge of any or all ME's in a campaign. In other words rather than take charge of a whole side you could play the campaign using just that lonely Aufklarungs Kompanie ME, and the OpAI would give you orders/objectives/etc. Is this true?

    No. The AI can play any roles, including subordinates or superior commands. If subordinate, you can give it high level instructions (mainly setting its stance, Attack / Defend, etc). If superior, it does not have the ability to set your orders.

    Hunter

  7. Originally posted by Pinetree:

    And another one while I'm here,Is the CMMC map able to be updated with new terrain features during the game? i.e. to simulate your recce elements giving you feedback on terrain etc.

    Afraid not. You can see the general shape of the terrain from the start. The only thing that might change is the enemy that are in it, and the ground condition.
  8. There are urban tiles, representing large towns or cities. A good many of them stuck together would be a city. The maps are still large (2kx2k), so a successful battle would need to at least take a flag, and gain some territory. This may well be a prominent building / factory etc.

    Hunter

  9. In third Kharkov, I have looked at the defence of the Liebstandarte Division as a possible scenario. They had much, much less than a division in effect most of the time, more like a single regiment, defending an area about 30km wide and 30 deep, or 900 square kilometres. Obviously they were spread out, stayed mobile mostly, and defended key strategic points.

    So while some aspects of the front were densely packed, others were not. The system can do either, but I think the ones that are more fluid will produce more interesting campaigns?

    Just my thoughts...

  10. 'Strategic' morale is included in the 'Readiness' statistic for the Maneuver Element. Leadership stat of the leader of the ME also affects the morale of troops in battle.

    Readiness will decrease if they run out of supplies, lose battles, win battles (but not as much as losing), suffer casualties, etc

    And the third stat is aggressiveness, not readiness. Its not morale based.

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