Jump to content

jim crowley

Members
  • Posts

    222
  • Joined

  • Last visited

    Never

Everything posted by jim crowley

  1. Oops. Hit the wrong button. In the current CM, C&C is pretty much set at the platoon level but does, at least, have company and battalion HQ's. While the latter do not have very much practical significance (to the extent that they should, IMO), you do have the makings of a battalion level command structure. If CMX2 is to have a more robust C&C system in place, will this be limited, at the upper end, to the "task-force" level? If so, even with faster PC's, you will still only be able to produce battles with multiple task forces, rather than an integrated battalion level formation, which would seem to be a bit of a backwards step. Or will higher echelon command be programmed from the go-get but only be usuable on higher-end machines?
  2. One hundred plus, as opposed to two hundred or more, would make the top end a company level game?
  3. One hundred plus, as opposed to two hundred or more, would make the top end a company level game?
  4. Wouldn't demos and screenshots tell you that? </font>
  5. Wouldn't demos and screenshots tell you that? </font>
  6. Indeed, Tom. What else can we do? Begging is not on my list.......yet! I fully understand BFC not wishing to give out details and screen shots of a project which still seems to be a work in progress, if this recent post is anything to go by: quote: -------------------------------------------------------------------------------- Originally posted by Battlefront.com: The short answer is... we still aren't sure what we will simulate. Oh sure, we have a design that says what will be in, but this is something that hasn't been coded yet ... -------------------------------------------------------------------------------- However, while I am quite happy to wait "for as long as it takes", I really would like to know what I am waiting for. It is really very difficult to root for something without knowing what it is I don't understand what harm it can possibly do to tell us, if nothing else, what the first release is going to be; unless, of course, that hasn't been decided on either :eek: In which case, allied to the above statement, a release in six or seven months seems massively unlikely.
  7. Indeed, Tom. What else can we do? Begging is not on my list.......yet! I fully understand BFC not wishing to give out details and screen shots of a project which still seems to be a work in progress, if this recent post is anything to go by: quote: -------------------------------------------------------------------------------- Originally posted by Battlefront.com: The short answer is... we still aren't sure what we will simulate. Oh sure, we have a design that says what will be in, but this is something that hasn't been coded yet ... -------------------------------------------------------------------------------- However, while I am quite happy to wait "for as long as it takes", I really would like to know what I am waiting for. It is really very difficult to root for something without knowing what it is I don't understand what harm it can possibly do to tell us, if nothing else, what the first release is going to be; unless, of course, that hasn't been decided on either :eek: In which case, allied to the above statement, a release in six or seven months seems massively unlikely.
  8. Absolutely! Better terrain; much better infantry. But keep those tanks rollin' as well.
  9. Absolutely! Better terrain; much better infantry. But keep those tanks rollin' as well.
  10. Not even, for a game apparently scheduled for the end of winter, the subject matter :confused: And whatever happened to the promised mid-summer news. According to my seasonal calender, it's pretty much the end of summer
  11. Not even, for a game apparently scheduled for the end of winter, the subject matter :confused: And whatever happened to the promised mid-summer news. According to my seasonal calender, it's pretty much the end of summer
  12. Its funny how giving a tank: detailed, multi-waypoint directions with appropriate speeds, instructions to button or unbutton, choosing to fire main gun, or not, at non- armoured targets, and selecting to fire smoke shells is not micro-managing? but being able to choose to fire a tungsten or HE round, rather than normal AP is micro-management :confused: Even if you could "micro-manage" ammo choice, you would only be able to do it, effectively, for the first round. Once the turn starts, the AI takes over subsequent ammo selection any way. I'm not sure that would be such a bad idea. In that way you would get at least some chance to select ammo that the AI wouldn't normally use and, since you would be only really choosing the first round, wouldn't add very much to the micro-management that already exists
  13. Its funny how giving a tank: detailed, multi-waypoint directions with appropriate speeds, instructions to button or unbutton, choosing to fire main gun, or not, at non- armoured targets, and selecting to fire smoke shells is not micro-managing? but being able to choose to fire a tungsten or HE round, rather than normal AP is micro-management :confused: Even if you could "micro-manage" ammo choice, you would only be able to do it, effectively, for the first round. Once the turn starts, the AI takes over subsequent ammo selection any way. I'm not sure that would be such a bad idea. In that way you would get at least some chance to select ammo that the AI wouldn't normally use and, since you would be only really choosing the first round, wouldn't add very much to the micro-management that already exists
  14. Hey Jim - this was discussed in detail previously - a search of the forum, or a look at aka_tom_w's bones thread will yield you dividends. [/QB]
  15. Hey Jim - this was discussed in detail previously - a search of the forum, or a look at aka_tom_w's bones thread will yield you dividends. [/QB]
  16. Steve, this is a bit off-topic for this thread but while you are here....(assuming you still are) I know its not quite cat-out-of-the-bag time yet but you recent bones vis a vis graphic details and all those dead parrots left me wondering. Whilst very detailed representations will no doubt increase the immersion factor will they have any broader application? Currently, a squad with its three generic figures is largely, as I understand it, an abstraction. The CMX2 squad however, with its 9 very detailed(?)figures, all doing their own little things, sounds very un-abstract. So, if a grenade hits, say, the MG42 team will the firepower of the squad immediately change to reflect this and might the MG42 be damaged and out for good? And so on. In fact, will we see the grenade hit a specific part of the squad? Or, is the CMX2 squad just a prettier abstraction and the MG42 or whatever reappears elsewhere ,as it does with CMxx and the grenade does generic damage to two random characters?
  17. Steve, this is a bit off-topic for this thread but while you are here....(assuming you still are) I know its not quite cat-out-of-the-bag time yet but you recent bones vis a vis graphic details and all those dead parrots left me wondering. Whilst very detailed representations will no doubt increase the immersion factor will they have any broader application? Currently, a squad with its three generic figures is largely, as I understand it, an abstraction. The CMX2 squad however, with its 9 very detailed(?)figures, all doing their own little things, sounds very un-abstract. So, if a grenade hits, say, the MG42 team will the firepower of the squad immediately change to reflect this and might the MG42 be damaged and out for good? And so on. In fact, will we see the grenade hit a specific part of the squad? Or, is the CMX2 squad just a prettier abstraction and the MG42 or whatever reappears elsewhere ,as it does with CMxx and the grenade does generic damage to two random characters?
  18. Steve Sometime after the end of Janauary would be good.....I have an ongoing bet with Kip Anderson that it won't be ready until then, anyway. Forget demos and screenshots, the only thing I (not to mention the rest of the world and his uncle) would like to know is: WW2 or no :confused:
  19. Steve Sometime after the end of Janauary would be good.....I have an ongoing bet with Kip Anderson that it won't be ready until then, anyway. Forget demos and screenshots, the only thing I (not to mention the rest of the world and his uncle) would like to know is: WW2 or no :confused:
  20. posted July 15, 2005 02:45 AM -------------------------------------------------------------------------------- We are many months away from having anything like a Demo to show you guys. I mean, even SCREENSHOTS of a Demo like environment. Unlike CMx1's development, the models and graphics are being implemented far more towards the end. For now we are using a very basic set just to test the engine's functionality. That means not so much to show until we get much closer to the game being done. I know some of you guys will look at the above and think this is somehow a BAD thing. But really, it is the best thing possible. The whole point of CMx2's engine is to make adding models, textures, sounds, and soforth relatively easy. Therefore, instead of needing 1-2 years to flesh out a game's graphics we will only need a few months. Not so good for advanced screenshots, but a heck of a lot better in terms of getting the next game out quicker. Don't worry... we'll show you something fairly soon. Just don't expect to see mouse holing and tons of varried terrain and models. That's a ways away still. Steve Hmmm. Finished by the end of 2005? Doesn't seem very likely.
  21. posted July 15, 2005 02:45 AM -------------------------------------------------------------------------------- We are many months away from having anything like a Demo to show you guys. I mean, even SCREENSHOTS of a Demo like environment. Unlike CMx1's development, the models and graphics are being implemented far more towards the end. For now we are using a very basic set just to test the engine's functionality. That means not so much to show until we get much closer to the game being done. I know some of you guys will look at the above and think this is somehow a BAD thing. But really, it is the best thing possible. The whole point of CMx2's engine is to make adding models, textures, sounds, and soforth relatively easy. Therefore, instead of needing 1-2 years to flesh out a game's graphics we will only need a few months. Not so good for advanced screenshots, but a heck of a lot better in terms of getting the next game out quicker. Don't worry... we'll show you something fairly soon. Just don't expect to see mouse holing and tons of varried terrain and models. That's a ways away still. Steve Hmmm. Finished by the end of 2005? Doesn't seem very likely.
  22. OK At least that sort of makes sense I think he is hinting at a CMxx operational layer/add-on or something. knowing it is NOT for CMX2 gives me some sanity and relief thanks -tom w </font>
  23. I am 110% certain that the quote statement is totally wrong. </font>
×
×
  • Create New...