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Dook

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Posts posted by Dook

  1. Originally posted by Wicky:

    [QB] Presently in CM you can adjust the waypoint in direction and distance by clicking on the previously plotted waypoint and dragging it. The reponsiveness of dragging steps up between cons, grn & reg, with a marked jump in effectiveness with vet, crk & elt.

    Note too that the HQ's command rating has a significant effect on the responsiveness of waypoints to change. You can make fairly dramatic changes if the unit is in command of an HQ with a +2 command rating.
  2. You would be amazed at how well long-obsolete Macs run CMx1 games. I have a 350 mhz G3 white and blue tower and a 466 mhz iBook SE that can both run any CMx1 game. I'm sure there is some downsampling going on, but the graphics are still perfectly fine. The biggest problem is actually connecting to the internet for PBEM and transferring files to the G3, which can't support a wireless card.

    Have you looked into simply repairing the CD-Rom drive on your old Mac? If the price isn't too high, you could still probably play CM on it.

  3. Originally posted by J Ruddy:

    ...I bet they aren't writing a new engine, but have licensed an engine from one of the big 4 (5?) engine designers. ...

    Do you really think BFC would need to spend years just to adapt a licensed engine to their own needs? More importantly, which engine would they license? I don't know of any that use the same game mechanics or that would be even remotely adaptable.
  4. Change

    1) Vehicles and units occupy space, not just points, and thus block LOS

    2) Increased scripting options at tactical and operational level, including small unit SOPs (esp. a "follow road" SOP), event triggers (Y happens when Player 1 reaches X), and more flexible victory conditions

    3) Improved indirect fire modelling (# of rounds/arrows/rocks, etc.)

    4) Improved AI - keep all parts of unit in C&C whenever possible, better and less predictable placement and movement of units (e.g. ATGs not always at absolute rear of map)

    5) Assignable HQs

    Keep

    1) Scale and scope, to include time required to complete a game

    2) PBEM

    3) Compatibility with Mac

  5. Andreas,

    I playtested Road to Koltov with a regular PBEM opponent and greatly enjoyed it. I left extensive comments in the scenario discussion area of The Proving Grounds. The short version is that it's a great map, an interesting idea, but we felt it was significantly imbalanced in favor of the Soviets.

    Thanks for the opportunity to play.

    Dook

  6. Below is the part of what may be the table referred to above that is relevant to smoke. Note that it is from CMBO. This was stashed on my hard drive long ago - I forget who did it and have never tested it for accuracy.

    Enjoy.

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">

    Axis

    Caliber Smoke dur.*

    75 1:10

    81 0:50

    105 1:45

    120 mor n/a

    150 2:30

    150 roc 2:30

    170 n/a

    210 n/a

    210 roc n/a

    240 n/a

    300 roc n/a

    US

    Caliber Smoke dur.*

    75 1:15

    81 mor 1:10

    105 1:30

    105 VT 1:30

    4.2 mor n/a

    4.5 inch n/a

    155 2:30

    155 VT 2:30

    8 in gun n/a

    8 in how n/a

    240 n/a

    14 inch n/a

    British

    Caliber Smoke dur.*

    3.5 mor 1:00

    4.2 mor 1:30

    25 pdr 1:30

    25 pdr VT 1:30

    4.5 inch n/a

    5.5 inch n/a

    5.5 VT n/a

    7.2 inch n/a

    14 inch** n/a

    *Smoke duration is the average time a smoke shell puts out smoke, in minutes and seconds. In practice, the smoke duration is the upper time limit for a useful smoke screen</pre>

  7. Originally posted by Battlefront.com:

    When we want you to be able to "hack" something we'll provide direct support for it. Like TO&E/OB changes...

    No, you will not get a bunch of open TXT files to play around with. Instead you will have the ability to change things arond in the Editor and/or Setup Phase in some ways, under some conditions, within certain parameters. You won't be able to make a 20 man Hampstertruppen Squad all armed with MG42s for example.

    Steve

    Am I the only one who noticed this? This is a big change and an answer to many players' prayers. Any more details available?
  8. Originally posted by Battlefront.com:

    When we want you to be able to "hack" something we'll provide direct support for it. Like TO&E/OB changes...

    No, you will not get a bunch of open TXT files to play around with. Instead you will have the ability to change things arond in the Editor and/or Setup Phase in some ways, under some conditions, within certain parameters. You won't be able to make a 20 man Hampstertruppen Squad all armed with MG42s for example.

    Steve

    Am I the only one who noticed this? This is a big change and an answer to many players' prayers. Any more details available?
  9. I am reluctant to open this can of worms, but the preceding discussion highlights some of the reasons why including a PBEM and random battle generation capability in CMx2 might be problematic.

    I assume (with all the usual caveats that accompany assumptions) that players in an e-mail game would both need to have the same modules in order to play each other. Similarly, a random battle generator would have to be able to include the new information from each module into the pool of information it uses to generate battles. I have absolutely no idea whether these tasks are easy or difficult to program, but they sound like they will add complexity at the very least.

    One other issue that nobody has mentioned is the effect of this new business strategy on the CM community. It may fragment the community somewhat, as different people will play different games or modules. Imagine forums for every new game or even every module?

  10. I am reluctant to open this can of worms, but the preceding discussion highlights some of the reasons why including a PBEM and random battle generation capability in CMx2 might be problematic.

    I assume (with all the usual caveats that accompany assumptions) that players in an e-mail game would both need to have the same modules in order to play each other. Similarly, a random battle generator would have to be able to include the new information from each module into the pool of information it uses to generate battles. I have absolutely no idea whether these tasks are easy or difficult to program, but they sound like they will add complexity at the very least.

    One other issue that nobody has mentioned is the effect of this new business strategy on the CM community. It may fragment the community somewhat, as different people will play different games or modules. Imagine forums for every new game or even every module?

  11. Originally posted by Berlichtingen:

    </font><blockquote>quote:</font><hr />Originally posted by Vedric:

    4. Turning the camera is done by holding down the right mouse button and moving the mouse.

    And for single button mice like those used by the machines the game is developed on? </font>
  12. Originally posted by Walpurgis Nacht:

    Regurgitated discussion in the BF forum?

    I don't want to put words in his mouth, but I would guess that Walpurgis Nacht was referring to this thread, which discussed many of the same questions regarding flamethrowers.

    That thread was followed by this this second thread.

    As you will see if you read them, there is a strong difference of opinion among even reasonably experienced players regarding the effectiveness of flamethrowers.

    The differences led to this challenge match between Broken and JasonC to test flamethrower effectiveness. Unfortunately, the match was never completed to my knowledge. Hint, hint....

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