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eichenbaum

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Everything posted by eichenbaum

  1. Some response... There are a lot things you can't change after the deployment of units on the map without messing up the set-up. Try to decrease the map size for example... If you want to give the player these reinforcements you need to have a lot of casualties... on my experience with this system. Did you use a Battle Window ? The engine always try to split the map in 2 parts (axis & allied) after the 1st battle of the static operation when you use a 'battle window'. It doesn't matter if the attacker gained enough ground, it just 'give it away without a fight'. Nils [ November 07, 2003, 11:17 AM: Message edited by: eichenbaum ]
  2. Some asked me if they can proceed with the campaign after missions A1, B1 and A2... Moving on to B2 or C1... The 2nd version of Operation Storfang will start with a new version of the campaign. The 'old' scenario's are not compatible with the new version. Everything will be new and different. The 'old' interface will be 'burried alive'. So, you might be a bit dissapointed to leave the campaign you've started but do not worry... The new version will be all worth it. The area of A1, B1 in A2 will not be build again in the 2nd version... so... You're victory's won't be in vain Nils
  3. Those look really really really really cool :eek: Excelent work !!! Nils
  4. What has this to do with CMBB ? Could better post it on the GenerAL forums!
  5. Creating an campaign is a lot of work. ...and it is indeed a very nice website [ November 03, 2003, 10:05 AM: Message edited by: eichenbaum ]
  6. Too bad nobody seems interested You don't have to be afraid to dissolve into the unknown ore something. We're gonna release Operation Storfang v2 in 2 months. Everybody who have / is working on this project will get their name on the product, regardless the amount of work they've put in. Any decent attempt to help out is something I'm thankful for. If you want to help out but you're not sure if you gonna like the product or you don't know anything about it just send a mail and I'll be glad to show you a preview... Nils
  7. Oh ja. You're welcome. Yes, I have the CDV version.
  8. Maybe if you add an example somebody will recognize it : 16321.bmp
  9. Sonderkraftfahrzeug maybe be the correct name. I don't know. After some searching with google I got more hits with kraftfahrzeug then kampffahrzeug. It's still strange though, even a website like Feldgrau.com does say kampffahrzeug. I'll certainly use the kraft-version in the future but I still find it strange. Maybe somebody made an error a long time ago I've learned something new today
  10. I always thought the full name was Sud Kampffahrzeug
  11. After creating some MODs for Operation Störfang I came to the conclusion that I simply do not have enough time to complete the modification of the CMBB environment into Crimean surroundings. We still need mods of buildings, terrain, trees and more... Is anybody interrested in joyning our project ? [ October 30, 2003, 04:08 PM: Message edited by: eichenbaum ]
  12. Maybe we get ski troops again, making the slopes of the Alps unsafe
  13. Can you deliver these models in Ferrari Red ? [edit it because I'm under influence of ethanol %)] [ October 28, 2003, 06:20 PM: Message edited by: eichenbaum ]
  14. Some know me... I create Huge scenario's. Lot's of trees... well lots of everything. Every time I test these on a PIII 450MHz - 256MB and a Geforce 2 64MB. And yes... the camera moves a bit slow. Like others said before, you need to turn down the amount of objects displayed like grass, rocks, trees etc. You'll see the camera moves much quicker. If you use a PC : SHIFT+N for grass & stones etc... and SHIFT+T for the trees. If you set them to 'minimum' you can still enjoy the 3d objects without getting epileptic strokes by the flikkering screen
  15. A few years ago I designed some scenario's for the game Force 21 (http://www.redstorm.com/games/force21/). One big problem was that I needed to program every move and every action for every unit of the AI. This programming was done with some C++ scripting, calling functions with their parameters. For every action done by the player I needed to write a reaction or else the units were only sitting ducks. Every time I wrote some trigger event there was the testing, a very time consuming job when the editor needs to compile the scripts first before implementing them in the game. Try to re-do some AI actions where the player must at least play 15 minutes before reaching that particular trigger event. Writing scripts for a medium scenario took a week (when working on it in the evenings). Writing AI that does respond like a human does sound almost impossible to me. Combat Mission on the other hand, does not need any scripting. Just place the units with their parameters and you'll have an `instant battle'. This method will spare a lot of time for the scenario designers and even people without any programming experience can create a level for a great game. OK, the AI does not always do the things that it should but when you're playing against the computer that does not make any mistakes it doesn't sound very human to me... It would help a bit if the scenario designer did had the possibility to set out the waypoints for units like you can in the 1st turn. Together with cover arcs and arty pre-planning, the designer can force the AI a bit to stick to a strategy in the 1st turns. But extremely necessary ? No! BigTime did a very good job on this one.
  16. You don't have to thank me. Send your gratitude towards feldgrau.com for their excellent website A head full of ideas huh? Maybe you can drop me an e-mail with your thoughts ? Nils
  17. I'm running the directX9 debug version. No bugs so far. Did you install new display drivers lately ?
  18. Now , you see Sightreader? This forum isn't always that happy.
  19. Also agree with MikeD. The placements of the units for AI is very important for it's response in the battle. And the testing before and after the design of a scenario is necessary to get a grip on the computer. It's to bad that the scenario designer is not able to set out the waypoints and actions for the AI's units in the scenario editor. Just do the set-up and the 1st turn. No scripting needed.
  20. Mmm , I might have an idea who your sources are. --- CMBB will not be altered in a way that it plays like a different game. Even if it was possible to change this game I wouldn't burn my fingers on it. Combat Mission is a very good game and changes aren't necessary for a better gameplay or playing experience. At eichenbaum's we are developing an add-on. That's very different from changing the game it self. This add-on is campaign system. Combat Mission does not has a campaign system build in like many other strategic games. On the other hand does CM show you an excellent tactical battle simulation. We're building a system where you can make decisions on a strategic level and then play them out on a tactical level. There are lot's of campaigns available for CM but you'll end up with a bunch of battle's and operations with no program to guide you from the beginning to the end. Because it's all open, you can just play a few turns of every scenario and then move on to something else. Without a goal, the knowledge of the reward in the end, many players don't find the real challenge in a few scenario's on a row. Once you'll start Operation Storfang you might get the impression you have started up an whole different game. But after you have used a 3d environment to make your strategic decisions you'll be guided back to CM. Some graphic mods will show you the environment of that particular place in the world. All of this will go automatically and full of eye-candy. Once you have closed Operation Storfang you'll have the same old CMBB (with your own mods). And yes, some of the technologies I use I want to keep a secret for a while. If I would tell you everything there's no surprise effect once you use this add-on. Groeten uit Holland
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