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Hollywood7

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  • Location
    Suffern, NY
  • Interests
    Sports, computer gaming (AoK)
  • Occupation
    I/T Recruiter

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  1. I'd like to play via TCP/IP - my CD doesn't have it - where do I download it? Thanks.
  2. I'd like to play via TCP/IP - my CD doesn't have it - where do I download it? Thanks.
  3. Mr. Hankey, what do you mean the timer has been there for awhile? Where has it been - in TCP/IP play?
  4. Thanks for replying. Global Conquest was great when you consider how long ago it came out! Re: the timer fuse with CM - I'm sure it could be tweaked to be made to work. Clearly, when the defender has time on his side, some adjustment would have to be made like the attacker gets an additional 10 minutes or something, or some formula is used depending on scenario size, but I think it's definitely workable, if what you're aiming for is some sort on finite time in which to submit your orders. Any thoughts on how to implement?
  5. I agree with Robert Mayer's points. The game is not made any more enjoyable or easier to play by forcing the player to cycle thru every unit in order to find a spotter or a sniper or a squad which has been was previously routed and ran into the woods. It's an interface omission which, when added , will allow for more time spent having fun and giving orders than playing hide-and-seek using the +/- keys.
  6. I just got CM for Xmas. I'm a big fan of WWII strategy games having played PG, Close Combat, and Steel Panthers extensively in the past. The thing I loved about CC was it's a real-time game. I love to play head-to-head as opposed to vs computer (something to be said for the manp-a-mano aspect of playing. Being that CM is turn-based, I have a suggestion while I see you are working on the TCP/IP functionality based on a game called Global Conquest I used to have. It too allowed players to enter their unit orders, then these orders simultaneously, similar to your game engine. The interesting part about it was this: the time available to enter these orders were finite (either a minute, two minutes, five). This allowed for more pressure packed order processing and certainly gave the game more of a realtime feel. An added kicker to this process was the ability of one player to submit his orders and set off a fuse which would then alert the opponent that they had X amount of time to complete their order phase (talk about pressure) - the time for this was a variable agreed to by the players and was set in the startup options. Think about the possibilities, you have two opponents at opposite ends of the internet connection, evaluating the situation facing them, then handing out orders as fast as they can to handle the tactical situation, with some added pressure of time working against them. Aren't, minus the actual physical dangers, those the real challenges which battlefield commanders faced with then and now? If this is something you've already considered, then I apologize. P.S. Love the game so far, and am looking forward to TCP/IP play (of course with my idea implemented )
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