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Vince

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  • Location
    Bologna, Italy
  • Interests
    Literature, Wargames
  • Occupation
    Teacher

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  1. This point seemed crucial to me. In a simple sequence like "go there, see new enemy unit ad fire at it" it's obvious that you must entrust to the AI. But in a more complex string of order (like the case "smoke, wait and run away")things seem not so easy. May be CM's AI is REALLY so intelligent that you need just the first order of the chain to see the others performed as you liked. But sometimes it doesn't seem to happen (AI seems especially reluctant to smoke). I'm trying more test to see if the way AI does it's better than the way I'd liked to plan. Anyway, I think that guys at Battlefront can explain their idea about things should work in "planning a string of orders". ------------------ Thanks, Bye V.
  2. Thanks to all, especially to Wild Bill Wilder (I've been getting benefit from his designing since my very first computer wargaming, about fifteen years ago). I can see the point and (with a little more testing) agree. I thought that a "ruler" could be helpful at the beginning in a 3d environment, but one could also "look" checking the LOS and then move: that's more realistic indeed. Nothing to say: CM seems really going to be a real experience. A game not to learn, but to learn from. Just two other questions: are we going to have in the a game a quick menu to access unit list (just to go fast there, without roaming)? will graphic and sound be more helpful in catching where the action is (in the demo I can't see bullet flying and explosions)? ------------------ Thanks, Bye V.
  3. I think this hasn't been discussed yet, but I might be wrong. I think it would be nice - if possible - to have an "intelligent" pop-up when planning your movement,just like when targeting. I mean a little phrase saying how far you are going that way and, most important, how much time you will need to get there. So you could know how much time your unit is going to stand in front of a serious threat, or how many rounds it could fire after completing the move to a new target, or how many turns you will need to go there. Maybe a rough calculation could be made by approx., but having this feature when firing, why should we miss it when moving? It could help to "plan" a sort of "advanced fire" for your units, with the help of their AI: I mean the concept of telling them "go there, see that, do this". Hope all is clear. ------------------ Thanks, Bye V.
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