Melnibone
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Posts posted by Melnibone
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Course work programming is harder than game programming for sure. I look forward to the Steiner water mod. Make sure you add plenty of options. Tidal bores would be top of my list.Originally posted by Cpl Steiner:I was a programmer for 15 years and am still programming now, albeit for course work rather than full-time employment, so I guess I do have some idea even if you don't.
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Same happens for me. I used the incremental update.
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Good idea.Originally posted by Sirocco:Dorosh should start selling t-shirts.
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Cool. I would provide beer.Originally posted by gibsonm:Do people want BFC / BTS to play the game for them too?
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* Alt-K hotkey to show/hide smoke graphics.
* Walls are visually destroyed correctly in playback.
They do listen! Thanks.
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* Alt-K hotkey to show/hide smoke graphics.
* Walls are visually destroyed correctly in playback.
They do listen! Thanks.
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* Alt-K hotkey to show/hide smoke graphics.
* Walls are visually destroyed correctly in playback.
They do listen! Thanks.
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Maybe these clever boys could cut out the periodic abuse and arrogance to others then. It must be within their super powers to do this.Originally posted by LongLeftFlank:And I'll tell you that Dorosh, together with some others like JasonC, ......... give nothing to the above folks in the way of raw reasoning power, insight or eloquence of expression.
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This should help with the immersion:
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From the Readme file (1.06 section):Originally posted by Billy Riley:Although the point is LoS...my problem is more to do with how the user is meant to determine who has LoS to an enemy unit and who does not.
"when an enemy unit is selected, the icons of friendly units that do not currently spot that enemy are darkened. This way it's easy to tell which of your units spots a given enemy."
That seems to work OK for me playing on Veteran.
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The new vehicle defence AI does some odd things sometimes. Example - I had 4 Bradleys enter along a road as reinforcements on an urban map. The point Bradley was fired at by an RPG that missed. This was at the start of the turn (WeGo). It spent the next 50 seconds popping smoke and reversing madly down side streets away from the threat. The other 3 Bradleys stayed put and took out the RPG team rapidly. Now in real life I would expect the Bradleys to work in unison. I would not expect one to career off into unknown territory leaving his team behind. From this example it did not look as if the AI had any concept of friendly forces around it - it simply saw a threat and retreated. Hopefully these kind of things will be refined over time.
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The wait for the pressing of the Red Button could sometimes cause cramp.
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Are you sure? I've never come across them.Originally posted by John Kettler:The Aerosans are in CMBB
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I thought I would bring up dead cows - sadly missing from CMBO.
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More images in this post:
http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=72;t=000265;p=2#000028
[ March 15, 2008, 08:42 AM: Message edited by: Melnibone ]
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The first turn in WEGO CMSF is akin to the blue bar phase of the previous games.Originally posted by mgdpublic:Wasn't it with previous versions also? Isn't it just a matter of calculating the action faster; it can't be using up so much processing power that it can't do that can it?
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Fast Forward or Final Fantasy?
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Sue Storm used all her charms to gather intel.
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On the other hand they do strictly limit numbers in vehicles.
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Originally posted by Michael Dorosh:
Nothing.What does the FAQ say about the reasons for the delay in release?
Agreed.You're not so clever now, I bet.
I did not speculate anything. In general though I agree with your point. GSX speculated that the delay is down to Charles.GSX's speculation is worth no more and no less than yours.
Agreed.All anyone can do is wait and see.
[ March 13, 2008, 05:47 AM: Message edited by: Melnibone ]
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Again, try reading the FAQ:Originally posted by GSX:I very much doubt he can do it without Charles input.
Q: Did Battlefront design Combat Mission Campaigns? Did Charles Moylan (programmer of CM) work on CMC?
A: Partially, while Combat Mission Campaigns was developed, designed and programmed by the team at Hunting Tank Software, they have been given unprecedented access to the inner workings of the Combat Mission game engine. Charles coded up the interface between CMBB and CMC which allows for the great interaction between the two programs and the ability to "share" information, status and results with one another.
Whats next after 1.08?
in Combat Mission Shock Force 1
Posted