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Hawk66

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Posts posted by Hawk66

  1. Steve,

    Some clarifications...

    The Modules for CM:SF are independent of the game's core code, though of course here and there we've had to make code changes to support weapons/units specific to the Marines. But essentially they aren't changing the core of the game and therefore are riding on top of whatever the game engine is that the products are based around.

    Steve

    thanks for your explanations. Then the 'module strategy' makes sense, of course.

    Just allow me one further question/comment :-):

    Wouldn't it make sense to increase your development team, so that you could develop two branches in parallel: the 'modern' set and the 'WWII' set...or are the selling numbers of CM just not that high enough?

  2. Hawkmek,

    that's pretty much what seems to be the release schedule. CM:Normandy then CMSF2, with modules of the previous title released around the next. Though where this leaves Space Lobsters of Doom is uncertain.

    I'm not sure why you don't understand why modules are being released. Firstly: *ka-ching* and secondly: Why the hell not? I'm dying to get my hands on some Brits. Just because the next title will be better, why not "make do" with what we've got. In ten years time CM will be even better, so why not stop releasing games until then? That essentially is what you are saying.

    Surely I understand the cash issue, lol.

    Regarding your second objection: Since the development resources seems to be very limited (1 core developer?) I would prefer that the engine gets more mature before releasing new modules. Just my personal opinion.

  3. The following is partly discussed in other threads but I've thought it is a good idea to create a nown thread so that everyone has a clear picture (including me ;-)):

    @Battlefront: Could you roughly outline the release plan for the CMx2 series for the next years. I do not mean dates but the sequence of the releases.

    Is that right, that you create the 'Normandy' version and new modules for CM SF in parallel and then later CM SF 2?

    If this is so: What I do not understand then, why there will be new modules for CM SF because they would obviously lack the features of the WWII version (improved Quick Battle generator, probably AI stuff etc.) since this is part of the game engine itself. So, that would mean, we have to wait 2-3 years for the next major engine update regarding modern combat?

    Wouldn't it make sense to create a CM SF2 first and then create modules for it since then the game engine would be more mature?

    Thanks for clarification.

  4. Within the context of Embark/Dismount in a WEGO game, I think it's the carrier vehicles that could use an extra command: Pause Until Embark

    I hate having to estimate how long to pause the carrier to allow sufficient time for everyone to climb on board. If you get it wrong, the carrier takes off before everyone is loaded. The conservative move is to wait and waste a turn.

    I would love to see this too...since I'm a WEGO fan. Any chance to get this in a patch?

  5. Hi,

    sorry for bringing this up :D ...I know it was already discussed in length but I'm still confused:

    Regarding the release strategy of the CMx2 engine:

    So, what I've understood is that the next major release will be a WWII scenario and that the CMSF series are still supported.

    But does that mean, that there will 'only' be new modules and patches but no major releases for the modern area (with major releases I mean completely new theaters (like Vietnam etc.), new major features like an improved quick battle generator or major graphic updates etc.) ?

    Or is it planned that there is only one major release for the modern/WWII area and all new theaters/major improvements are delivered as modules?

    Thanks in advance for the clarification.

  6. Hi,

    I've bought CMSF last year and abandoned it due to known problems.

    Today I've cleaned up my room, seen CMSF and I've tried it again with the 1.08 patch.

    Now I'm impressed! Glad, that I haven't sold it!...Looking forward to the marines module and further improvements.

    Is there any campaign/scenario/mod which is a must have?

    Thanks!

  7. Hi Steve,

    thanks for the reply. Then I just wait for the 1.05 paradox version.

    And regarding downporting of new functionalities to CM:SF. It's ok to charge for it in form of an add-on etc. if the features are significant.

    My fear was only that CM:SF gets "abandoned" in the long term due to the WW2 set.

  8. Originally posted by Battlefront.com:

    Zemke,

    Thanks! There will be mild improvements in game features, but for the short term mostly bug fixes and data tweaks. Significant features will come out with WWII. If all goes well the changes should be backwards compatible with CM:SF.

    Steve

    Hello Steve,

    does that mean, that it is planed to get the new features (CM2 WWII) for free in CM:SF?

    And will there be a 1.05 patch for paradox or will there be only a 1.06 one?

  9. Hello,

    I've heard rumors, that there'll be a new TacOps Version next year :).

    If this is true: Are there any plans to enhance TacOps in the following areas:

    - full scenario/map editor

    - more dynamic AI (not scenario hard-coded)

    - introduction of random elements to make a scenario more replayable eg: map generator, unit randomization etc.

    Thanks

  10. Originally posted by rune:

    The mod tool is for skin and sound only. The scenario format will remain locked, and the ai control is already built into the editor. Hope this helps.

    rune

    If this is the official statement I've to accept it, but that does not mean, that I understand it (scenario format locked).
  11. Originally posted by SgtMuhammed:

    Aren't they already planning to release modding tools in the future? I don't mod so I don't know what is required but I though I had heard something about this before. Or am I completely confused here?

    Perhaps Steve can comment on this, when the 1.05 works permit that ;)
  12. @Phillip: I agree with you, that BFC has probably too less resources to build a real SDK.

    In general a SDK can be a win-win for both parties. If I'm not wrong, the AI of Civilization 4 was improved by a community project (with help of the SDK) and the developers have retrofitted that coding in an add-on.

    But regarding the file structure (scenario/campaign), I do not see much effort. It would just be a docu and would allow to play with it (e.g. write some generators to randomize a little bit the existing scenarios or even semi-generate campaigns).

    In these days such modding support is standard, isn't it?

  13. Ups, I've thought my English is quite good for a German. But probably no hit here :D

    Yes, I was talking about the BFC's file structure.

    What I don't understand is, why this (and a limited 'AI' SDK) is not in the interest of BFC as long as you are not able to create own content with it, which cannot be created manually with the built-in tools...

  14. Hello,

    I just want to share my ideas for a possible SDK/Modding of CMx2 engine. They are not 'whining' requirements, nor I'm 100% sure if they make sense, so don't kick me :D

    </font>

    • AI callback routine in c++ to give modders the possibility to influence the AI (for a scenario etc.) Of course this is not that easy due to the fact, that you would need reading access to the complete game environment and write access to all units.</font>
    • Description of scenario file format (technical structure) to give modders the possibility to write own tools to modify an existing scenario.</font>

    What do you think?

  15. Originally posted by Battlefront.com:

    There are no QB improvements in v1.05 that I can remember. Our plan was to spend significant time overhauling QBs in a much more fundamental way. Every hour spent on the old system means an hour not spent on an improved system. Having said that, I have a small but significant list of things I hope to get into v1.06.

    Can you describe a little what the 'new' QB could look like and will it then probably available with the first module ('Marine'?)

    Thanks.

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