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JaguarUSF

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Posts posted by JaguarUSF

  1. The scripted AI plans go a long way in making the enemy a good foe. The tactical AI is much improved and the enemy is not the cakewalk they were in previous CM games. Winning is quite challenging and the Syrians will totally kick your ass if you don't plan ahead.

    As for the whole nVidia thing, it might just be my computer; since nobody else had a 8800 (AFAIK) we couldn't replicate the results. I guess we'll find out. I turned the graphics down to "fast" and the game still looks very good and I can play for a good 20-30 minutes on a fresh reboot before it locks up. Save early and save often! I am fairly confident that it's the drivers, since I also have had some performance issues. They just fixed a similar bug with Lost Planet (it also locked up early in the game), so if they can get their hands on the problem and there's a big enough outcry for it, it'll be fixed in a driver update. I am curious what, exactly, the issue is.

  2. Being that the 8800s are relatively new cards, there are bound to be compatability problems, and CMSF happens to be the game I'm having problems with (out of 290 games I've reviewed, that's a good ratio). I contacted nVidia and they said they would look into it, so we'll see.

    [ July 16, 2007, 04:33 PM: Message edited by: JaguarUSF ]

  3. Originally posted by sross:

    The preferred method of entering any structure is through a self created orafice.

    CMSF has a "blast" command available to squads equipped with explosives. This are (pun intended) a blast to use...the AI never seems to expect an attack coming from a wall. Suckers!
  4. No promotions, but some units carry over from mission to mission in a campaign (and not neccessarily the next mission, either). The player is not told which units are considered "core" to the campaign, though, to prevent using "disposable" units over "core" units.

  5. Originally posted by SlyBelle:

    No sure I udnerstand the comment in the preview about two playbacks being required now for WEGO.

    Previous CM games:

    1. Issues orders.

    2. Turn resolves in the background (with the progress bar)

    3. Watch replay.

    CMSF:

    1. Issue orders.

    2. Turn resolves in real time on the screen.

    3. Watch replay.

    So, in essence, now you watch a single minute of gameplay twice in WEGO mode: once when it is resolving a minute of gameplay (with no user interaction possible), and again as a replay.

  6. I'd say about 1/3 are meeting engagements and 2/3 are attack/defense pairs, which sounds about right for the setting.

    The scripting for AI in quick battles is set up here, attack here. It doesn't matter what type of unit it is, since the operational and tactical AI (which are not scripted by the designer) will adjust the orders for the specific unit. Scripting is really just nudging so the AI knows where the objectives are. The only difference between a quick battle and a scenario is the lack of units defined by the designer.

  7. Anything can destroy anything if properly equipped if it sees it first. A well placed RPG or any Russian tank can take out an M1 from close or far ranges. I've gotten blowed up (technical term) from 500 meters before. The real advantage the U.S. has is better communication, which results in better morale. Also, the Stryker is superior in all of its variations to the BMP. The Mobile Gun System is my personal favorite. Packs a punch.

    Another thing that affects it is crew skill (plus any bonuses), which can be easily gauged from the interface, plus whether they are moving or under attack (part of the spotting rules). There is absolutely no uber unit like in previous CM games. It's all about spotting.

  8. A lot of your questions were answered in my preview:

    http://jaguarusf.blogspot.com/2007/05/combat-mission-shock-force-preview.html

    But, to summarize:

    1. CMSF is far, far different from CMAK and if you use the same tactics you will die. Quickly. Often. The lethality of armored units and RPGs is far greater than anything in WW2.

    2. Real-time play does result in a faster game; turn-based is really intended for PBEM and not single player (for reasons I talk about in the preview).

    3. The command system and spotting work hand in hand: if you lose communication, you will not be able to issue orders to troops and their morale will suffer. Spotted units are usually passed up the command chain (the forward observer is the best for arty spotting) and sometimes to parallel units (in the same platoon) but not down again to another platoon. You can't issue attack orders on a unit a particular unit doesn't see or know about, at least at higher difficulty levels.

    4. Morale is very similar to other CM games, although communication takes a bigger role here.

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