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Percopius

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    Santa Monica, California, USA
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    games war sex food
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    Producer

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  1. When I changed InetServerAddress=http://www.games.1c.ru to InetServerAddress=194.135.103.190 I stopped getting the 'Server search system unavailable' message. IS this correct? [Host] CurrentPacketSize=1024 ShowHelpAfterCheckExtIp=0 InetServerAddress=194.135.103.190 InetServerPort=24600 [server] PublicPort=22345 PrivatePort=-1 PrivatePortMin=22400 PrivatePortMax=22500 Speed=25000 SmoothMovement=1 [Client] Port=23344 Speed=300000 LastIpAddress= LastPort= [socks5] Host= Port=1080 User= Password= Percopius
  2. Hi, I can't connect to the internet game server list. Is this working yet? Perc.
  3. This forum is dead? A forum with 83000 posts is dead? Too funny.
  4. I made a 4km by 4km map. it has grass, some trees, and various dips and hills, but very flat. Just high enough to block LOS to the top of a tank. I have the setup area for blue runing in a strip all along the west map edge, same for red on the east map edge. I give both side a AI plan to move to and occupy a large area central in the map, the areas overlaping completely. For the blue side a strip a heavy mixed company down to 2 platoons and rec, spread them evenly apart the full 2 km setup zone. REd get 3 platoons and I spread them the same way, evenly the full 2k. I like the way it plays. This combination massive tactical area and few units works very nice for me. I can not 'puzzle' solve the map, every time I play it the AI completely suprises me. The ranges look right, the main battle tank battles are 2k apart. I get kill by 125 ATGMs fired from the t72s (i think). Syrians can have a hard time, but if they go flat out to a certain dperesion in the map, they can ambush the flank of blue if blue did'nt scout his flank. Try a map like I made if you want to get exciting tank battles (at least for me).
  5. Too bad, the Mervak III is pretty cool with the engine in front, doors to the rear for crew evac. Can't it hold like 8 infantry or something like that?
  6. cid250, Buy POA2. It will spend 10 minutes pathing if you let it. Turns can take 30 minutes to run 60 sec of realtime. You should love that.
  7. I consider the period of realtime resolution a turn in WEGO. Perhaps you assumed I meant IGO. Agree about POA2. It' very dry.
  8. POA2 is also turn based a lot spends a lot of time rendering the turn and spends a lot or time computing for the AI. It can take so long, they have sliders for path finding, balistics, spotting, etc. that go from Fidelity (takes as long as it takes) to Speed (a finite slice of time to get results). I have seen the AI take up to 10 minutes in one game to just have my AI operational officer order new movment paths for my guys. POA2 and CMSF are very very differnt. POA2 is higher fidelity, but is each turn takes forever, and the graphical presentaion is completely abstract (and ugly) and the text turn event reporting system is the meat. CSMF is dramatic, pretty, realtime, AND high fidelity (enough for most purposes).
  9. Note: I have POA2. There are 4 FOW settings. 1. You know everything perfect 2. You know your side perfect 3. everyone know only what they see, and what is communicated to them. You can see the last reported position of everything, or within an adjustable time period (I can set the map to display the last reported position of everything for the last 20min) 4. Standard Wargame. You know your side perfect, when you spot an enemy, your whole side sees. Spotted units stay spotted. POA2 is worth looking at. It can simulate anything having to do with contemporary war. It can even simulate near future weapon systems. It is also the ugliest the game in the world. But I love it.
  10. I like the interface and detail, but maybe add a back button to go back though the set up.
  11. Exel, you keep sayingh 8 clicks. Its one. You hit 'B' (move, quick), and click once. You are so dogmatic. Can you at least be correct when describe the game. What is the minimum number of hot key / clicks to move a unit? One hit of 'b', then one click. What is the minimum number of keys / clicks to face a unit? One hit of 'n', and one click. What is the minimum amount of keys / clicks are nessary to target a unit? One hit of 'g' and onbe click. I could go on.
  12. Bartlbey, have you played the game? --Adding a key to toggle between formations and another to toggle within them. This would be a real time-saver in real-time mode to quickly see the disposition of your units and issue orders. A: = and - keys toggle through formations --I would rethink the way hotkeys work now. Instead of having certain keys repeated depending on which control panel you have open, I would (at least for the important ones like target and movement) have them independent and usable at any time. It also might be useful to have four set keys corresponding between the four tabs instead of toggling through them. A: You can do that already. I think its B N and P ( not including T and Y that toggles up and down thought the list). TARGET, FACE, PAUSE, and many more commands are allways availible on hotkeys. Look at the Hot Key List from the Menu Button in game. --Actually, now that I think of it, have you considered an option to use the numpad to issue commands? The 3x3 layout is perfect for it and with a little practice it could be quite fast. Just a thought. A: It was there, it waas moved to where it is now to be closer to your left hand reasting on the WADS. --A mouselook option for camera control. I know it's been mentioned, but it would be huge. A: Hold the Right Mouse Button and you have mouse look. --LOD control. Another one that's been said, but it should be scalable. A: You can change the model detail in game with the { and } keys. How about everybody playing the game for a day or two?
  13. Now, what would be the ideal situation is one player per platoon, per side RT.
  14. WEGO is un-realistic. Commanders in reality can only give one order at a time (in this game you can give orders to multiple wiht Shift-Drag by the way) and can be overloaded with information. This can only be abstracty simultated in WEGO. This is already the reality of RT. WEGO is a gaming contrivence and as such, makes it a game, not a simulation. I am glad CM:SF is less abstract. I love abstract games, but I prefer simulations.
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