Jump to content

JaguarUSF

Members
  • Posts

    205
  • Joined

  • Last visited

Everything posted by JaguarUSF

  1. The review version from Paradox has already gone out (I got mine yesterday) and it's the same version they are putting on CD. However, Battlefront is still working on improvements up to the release date, so there will be a day zero patch for the Paradox CD version and downloads will be the updated, current version. Most games are in a "finished" state about a month before release, to give time to press CDs, manufacture manuals, and distribute them to stores to be available on the release date. Paradox has always given me a final review copy of their games 3-4 weeks before release, and most other publishers operate the same way.
  2. A QB map is the same as a scenario map except it doesn't have units. It still has the AI plans. A press release covering the scenario battle stuff was put out by Paradox this morning: Scenario Editor adds multitude of layers and content to Combat Mission: Shock Force New York, NY (July 4, 2007) – The upcoming military tactical combat simulation from Battlefront promises an extensive gaming experience for wargame and strategy aficionados. Set for a worldwide release on July 27, the game will retail for $39.99/€39.99. Paradox Interactive released today some new information on one of the most talked about features in the game: the Scenario Editor. The editor is an extremely powerful tool with a wide range of options to create 3D maps from scratch, set and mix various types of asymmetrical goals, create entire linked campaigns and even program the entire computer opponent AI. The Map editor gives gamers a unique chance to create 3D topographical maps from scratch and create anything from cities to mountains, forests, deserts and more. The Objectives scripting allows players to script each mission objectives in a way never before possible in a wargame. Instead of simply chasing for flags or killing units for points, the following can be set: -Territorial objectives, with varied point values, set to Touch, Occupy, Destroy or Preserve, Known to one side or both or neither! -Unit objectives, with varied point values, set to Spot (you get points for identifying the enemy, not for killing it), Destroy, Damage; known to one side, both, or neither -Parameters: for each individual side the amount of points it gets for causing or avoiding casualties can be set along with preserving ammo, keeping cohesion etc. By mixing these different options players can create unique missions with unique goals, these can even be different for each side in the same scenario. The player can create regular one-off scenarios but also entire fully scripted campaigns like the main Syrian campaign, create a short series of battles, or a long drawn out war, tracking units from BOTH (!) sides as they return to fight several times against each other, set variables for refitting, repair, replacements and so forth. A wargamer favorite is the ability to script the AI and customize it for each individual battle and scenario. The scenario designer can create several plans for the AI opponent to follow so that the player will never know what expects him, and can set waypoints, behavior and other parameters for the AI to follow.
  3. Most, if not all, of the IFVs and APCs can resupply ammo. There is an "Acquire" command to do so.
  4. It's hard to talk about performance in the beta since there is all of this bug-logging stuff running in the background; I don't want to sell the engine short because I honestly have no idea how it will run at release when everything is streamlined.
  5. Thanks for the kind words about my site. Yeah, the AI in ArmA could be a lot better: "Hey, we're getting shot, let's all go prone in the middle of this street here."
  6. The quality of the spotter, including line of sight and whether they are under fire, has a direct effect on how accurate an artillery or air strike is. Anyone in the field that has communication to the higher-ups can order a strike, but that doesn't mean they should As always, my preview is an excellent source on information; specifically, I discuss support operations near the end of the 3rd paragraph under ET AL.
  7. No transport aircraft, copters or otherwise. The designer could do, however, what JonS suggested. Air support is essentially the same as artillery support: pick a spotter (usually a JTAC unit), pick a plane, pick a target type, pick a mission, pick a munition type, pick a delay, BOOM.
  8. All of the commands available in the game are in my preview: http://jaguarusf.blogspot.com/2007/05/combat-mission-shock-force-preview.html
  9. My Athlon 64 X2 4400 runs fine and dandy like sour candy in a 32-bit environment.
  10. You can tie any scenarios together with a text file to make a campaign; the text file determines the battle lengths along with the other parameters. Battles in CMSF seem to be longer than in previous titles (times are typically 30-90 minutes depending on the size).
  11. Is there really that much difference in topography and units between Syria and Iraq? If the game didn't say "Syria" in a couple of places, you wouldn't know the difference.
  12. I got my dirty little hands on some of the official scenarios, so you can consider the following an addendum to my review. It's clear that CMSF will totally kick your ass if you just go after the enemy straight on. Most of the ones I played put the Syrians in good defensive positioning and they have enough weaponry to take out a vast majority of your Stryker-lead forces at short to medium ranges. Gasp! It's almost like real war, where you must plan ahead of time and soften them up with artillery or long range weapons before you go in, or engage them at large distances. City fighting is especially intense, with lots of enemy units hiding in buildings and the line of sight rules means people can sneak up on you, conventional or otherwise (and the "otherwise" can equal "big boom"). People accustomed to more "traditional" (and by "traditional" I mean "retarded," and by "retarded" I mean this) RTS games will be in for a shock, as well as people from previous CM games; the lethality of modern vehicles and weapons is much higher at further distances. No longer do tanks and APCs dominate the battlefield: a well placed infantry unit with an RPG can make quick work of them. You had better worry about cover for not just your infantry, but also your Strykers: sitting them in open ground is asking for trouble. CMSF is looking like a very authentic tactical wargame.
  13. It goes to playback but you can press the next turn and skip past it once it starts.
  14. Well, you can _issue_ orders to them, but they might not carry them out (the same thing happens if they are panicked or worse).
  15. And actually, you can rename any unit in the game in the editor, so the 1st Company could become the Poop Company. However, I think "Syrian Army" is always "Syrian Army" (it's tied to the part of the OOB the unit was taken from) until someone modifies it three minutes after release.
  16. It mostly happens for the Syrians; their radio equipment isn't very good and some of the units aren't even issued one. This is not really an issue for the U.S. troops, since they have sat com as well. You can still issue orders to them and they appear on the map, but it has a great effect on morale if they can't communicate with their superiors.
  17. The long and short answers are both nope. There are no helicopters in the game. For more information (including this tidbit), please peruse my disturbingly informative preview: http://jaguarusf.blogspot.com/2007/05/combat-mission-shock-force-preview.html
  18. You can change the briefing screens to show custom maps, so you can put maps of Iraq or Afghanistan in the briefings and nobody will know the difference, other than in-game red units saying "Syrian Army" but I bet that could be easily modded.
  19. I heard we will be able to put Europe on one map! Boy, those square km numbers are getting out of hand! The largest map you can make in the editor is about 4 1/2 square kilometers. This can be square or rectangular.
  20. Troops in the game will automatically try and find cover if issued a move or slow command, or when exiting a vehicle. Troops will also move using cover automatically if cover is available (walking in a trench or in trees or behind a hill instead of down the road). They will also find cover if issued a face direction command. You can also press the evade button that will erase all commands and instruct the unit to take cover immediately.
  21. There is a specified trigger person for each IED. Think of specialists as scout that aren't supposed to pick up weapons. If I saw a civilian picking up a gun, I'd be mighty suspicious.
×
×
  • Create New...