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Ichthys

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Everything posted by Ichthys

  1. As far as I can tell, you cannot import a saved game (including the end-of-game autosave) into the scenario editor. If somebody knows how to do this please let me know, it never worked for me! I really hope that these features could be added to the scenario editor... 1) On the 'generate map' screen, add a 'import map', just like the QB generator. 2) In the force selection screen, add an 'import force' button. - This would import the forces for the currently selected side only (axis or allies) from a scenario or saved game file. To prevent cheating, if the saved game file is multi-player you would need to enter the password for the side you are importing. - could also be added to the QB generator -- but could it lead to abuse? You'd be able to create OOB's not normally available in QBs, like Companies with their support weapons removed; or units with max ammo loadouts for no extra cost. 3) While we're at it, add a 'generate OOB' button in the editor that works like the 'generate map' button. - The player would select the force type parameters, and the OOB would be filled out just like it is done for computer-pick QBs. How would this enhance the game? a) Simplify 3rd-party moderated battles. The coordinator loads the agreed on map, then imports the OOB created by each player, then 'tournament saves' the result. Be able to reuse QB maps in different situations with modifications. E.g. this QB map would be really cool if I could just add a river through this low part on the map... c) Allows players to save their 'preferred OOB' to quickly start up a new game.
  2. I've done a little experimenting with a program called AutoIt, just to see if it would work. It seems like it would work, but I'm reluctant to work too much on it because the vehicles list is going to be difficult to code. Not only do you have to know where each vehicle is in the list -- you may have to scroll down -- but the point to click on will change according to date and the screen resolution. I'm hoping CMBB will have a way of saving and loading a preset list of units into a QB or scenario, the main purpose for me looking into this type of tool. -Andy
  3. I think this comment is the best reason to provide an AI API to users. The graphics API is open, and look at what a great job the user community has done with Mods and Mod Managers (and how many thousands of hours have been invested in them!?). The Scenario design API is open and look at all the wonderful scenarios are out there and still be produced. I think the same thing would happen if an AI API were made available. I imagine that there are quite a few skilled programmers reading these boards who would love an opportunity to try and tweak the AI -- I'm one of them. One thing I think would be cool is if you could somehow make access to the AI routines available to players. E.g. someone could finally write that "convoy command" that people keep asking for, or the "deploy by companies and platoons" setup command. I'm not saying I expect this for CMBB, I don't. I'm sure it would be a major rewrite to make a simple API available. I just think that if a future CM game had it available it would benefit the game as much as the graphics and scenarios APIs have. -Andy
  4. This sounds too simple to me. Consider... Player A does the setup... if the rates are fixed immediately then he can open player B's file (password hasn't been set yet) and see what is cheap and what's expensive. if the rates are randomized each time B opens the file, then player B now can keep restarting until she gets what she likes. To fix this would would need the following sequence: Player A creates game and sets his password Player B appoves settings and sets her password, and player A's costs get calculated. Player A chooses forces, and player B's costs get calculated. Player B chooses her forces
  5. From the article: "Assume this example covers ONLY a non-computer selected Force of Type Combined Arms for the South Region, June 1942 with no Nationality specified and Fixed Rarity in place." From this is sounds to me like you can limit the "rarity" cost of some items by restricting your force selection. Nobody would choose Romanians in an unrestricted nationality game, but restrict your nationality to that and you don't have to pay the Romanian-rarity-cost. If you don't want to pay the rarity cost of Tanks then choose an armored force instead of combined arms. Maybe CMBB will provide a 'recon' option for the force selection for those who like armored cars? The example gives a glimpse of what is coming, but I'm sure the real thing will be much richer and provide more depth than one little example can show.
  6. My last game is now done! Now I need to get working on the AARs I've been putting off.
  7. I'm in group #1 and I've finished two games (one just recently), and expect a third game to finish today or tomorrow. I'm currently waiting on turns from Cooper and flyinghellfish. -Andy Mare Ichthys
  8. I always thought a feature like this would be neat, especially if it were implemented as preset force selections that could be used in the scenario editor. Even better if both sides could use a different set. Creating a more realistic QB would then go like this. 1) Start Scenario editor 2) Load a premade map (or generate a random one) 3) Load a set of Allied forces 4) Load a set of Axis forces 5) start game. It would be even cooler if those grogs more knowledegeable than me created the random sets of historical forces, e.g. you could download a collection of 1000 pt infantry forces, another set would be 1500 pt combined arms forces, etc. If you randomized the file names you wouldn't even know the exact set of forces you'd be playing against, only the point total and type.
  9. My game with gibsonm didn't even start. The game with Rother barely made it past setup, so basically we'll be starting from the beginning for this battle. -Andy
  10. I've had turns from Cooper, Hellfish and Redwolf in the last few days. I'm still waiting for a turn from Rother's replacement, but he did reply to my email inquiry earlier today. -Andy Mare Ichthys
  11. Still nothing new from Rother. The last file I sent him was #6, 3 weeks ago. I haven't seen any of his troops yet. And yes, I do have backups of the files I sent. -Andy Mare Ichthys
  12. I was about to post a message looking for Rother, too. It's been about 2 1/2 weeks since I've gotten anything from him. Rother, if you see this, don't forget that my email address has changed. It is now bass-a@attbi.com. -Andy
  13. To those in section #1: My isp is changing itself around. If you sent anything to me in the last 3 days it bounced. My new email address is: bass-a@attbi.com I'll be sending something to each of you tonight, either the turn or to let you know which turn I'm waiting for. -Andy Mare Ichthys
  14. This is just what I needed to stop Lurking and finally post something! Please sign me up!
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