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JPS

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Everything posted by JPS

  1. Dust, as it is implemented now, seems to allow precise calculation of the amount of enemy vehicles, which is unrealistic. Also, it seems to give input of enemy movement (even tiny) with zero delay and zero uncertainty of the exact position of the involved vehicles. I am glad I didn't know about these "features" in RoW IV, as that would have ruined a lot of the FOW fun for me. And I was the defender in the two scenarios where that mattered! If "features" like that are available then "counter-features" like random gusts of wind raising dust somewhere should be implemented. Then better FOW would be there again.
  2. For those not familiar in practice with AT mines: the things are big and bulky, say, around 10 kgs each. They detonate typically only if the wheel/track is directly on top of them. It does not make practical sense to put them so close to each other that _always_ when someone drives around mined area the wheels/tracks would hit at least one mine. If one would do so, the minefields would require many mines and be relatively easy to remove by pioneers once located. Rather, mines are in "suitable densities" that vary upon intented purpose. It can even be very useful (for defender!) to _not_ have the first vehicle hit a mine, as then a convoy can be deep in the minefield by the time they notice the situation... Overall, if only one AT mine density is available, around 50% seems very good choice. Future versions could support variable densities, and of course already now stacking AT mines is possible.
  3. Holien, how about replying to recently sent AAR emails with very short "got it" at least? For some reason, email communication lately has been far less reliable than it used to be [ June 13, 2004, 08:30 AM: Message edited by: JPS ]
  4. Last battle finished, and scores sent. I believe that makes all games for group 2, section 2, to be completed. Thank you for my opponents and scenario designers on very thrilling battles. The heroic memories will belong to the same category as my paratroopers Resolve in Ranville, or my Panthers valiant Rearguard Action... Yet, there were also those moments of terror that can only be compared to the Sounds in the Night, or the Beast approaching...
  5. FWIW, Moon, usually beta teams are used during the beta-testing period. For CMAK, that time ended quite a while ago. Your policy of having the product available for all customers yet informing primarily only the beta team of forthcoming bug fix details seems like non-productive approach (or that is how I read your responses in this thread; I do not have access to your beta forum). Your customers _did_ get together to combine feedback to further improve the quality of your product. Simply acknowledging the effort and keeping everyone informed of what is and what is not considered an issue for correcting seems quite reasonable. IMHO, the product doesn't have any flaws that I care about. Then again, many of your customers are much groggier than I am. Keep them happy and they will keep contributing.
  6. So, in essence, a movement command that causes tiring (unlike move) yet allows good use of cover (unlike run). If the team can run (even for short periods) it should be able to make short dashes from cover to cover. If the team cannot run, then sneak should be the only alternative.
  7. Especially attackers' surrendering screws up the scoring in major way. In the minimum, I'd ask that "natural" and "artificial" scores are indicated as such when the final scores are published. Then everyone can draw own conclusions whether this was actual problem or not.
  8. I would suggest that people do not use surrender in _any_ circumstances, and ceasefire only if the tactical situation makes that really sensible for both parties, as use of these means will affect the scoring system for _all players_. Rather, if games are not finished in time I'd hope Kingfish gets the latests files and makes some kind of scoring decision by himself. I hope we get instructions on this from Kingfish soon! PS. My last orders of my last game have been sent to my opponent, so this won't affect me.
  9. To my opponents: I am still experiencing constant crashes of my computer with CMAK. Re-installing CMAK did not help, now I am trying to fix directx, display drivers, and similar stuff I can think about. I have no clue what caused this a couple of days ago; no changes in HW or operating system setup; no viruses. Lets hope I can resume to daily schedule soon
  10. I'll be non-reachable by email from Feb 8th till Feb 23rd. I'd like to "confirm in advance" that I am planning to do setups ASAP afterwards, and fully committed to the 120 day deadline. Br, JPS
  11. More familiar sounds around... it would/will be interesting to meet again in the field! RoW I still holds the place of _the_ gaming experience in my memories.
  12. Ha! In our game of "Sounds in the Night" with Jon also the computer needed therapy! The carnage was too much, and auto-ceasefire was forced on!
  13. Can't resist... what would the correct point value for modern MBT be, without rarity? 800? 1600? 2400? More?
  14. Both of my grandfathers served in the Finnish Armed Forces, as did both of my wife's grandfathers. All four are deceased now.
  15. Both of my grandfathers served in the Finnish Armed Forces, as did both of my wife's grandfathers. All four are deceased now.
  16. Both of my grandfathers served in the Finnish Armed Forces, as did both of my wife's grandfathers. All four are deceased now.
  17. Congrats Frunze! Glad I was able to reach average score against you I hope to meet many of you guys again in the next RoW!
  18. Score for Koltov sent. Sorry about the delay.
  19. The last minute of my game against Bryce has been calculated; results coming real soon...
  20. FWIW, the Space Empires IV (and probably earlier ones as well) AI was more or less continuously updated based on "AI modifications" made by players. Different genre, sure, but similar principle. IMO it is good from business perspective to first prioritize good looks (i.e. mods), big advertizable numbers (i.e. extensive list of vehicles and weapons), as well as multiplayer options. However, for me personally the improvements made in these three areas have already reached a point of (strongly) diminishing returns. For the longevity of the series I hope the primary attention will start to shift towards improving game mechanics (including e.g. how arty is handled) as well as the AI. Best regards, Jukka-Pekka
  21. Petroskov score sent; unfortunately one more minute to go in Koltov.
  22. Very impressive. If only there would be APIs to generate new battles from VB or similar scripts...
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