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Sneaksie

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Posts posted by Sneaksie

  1. As i said, pricing for customers of original TOW, time of release, even requirement of having original TOW installed will be decided by Battlefront. Don't be too pessimistic - for example, Battle for Moscow campaign was a free bonus for English customers, while in Russia it is main marketing difference between two separate subsequent releases of the game (second being some kind of Gold edition).

  2. I don't understand how addon release will make original TOW useless. Why? For example, release of CMBB surely did not made CMBO useless;) As i said in another thread, we plan to patch some new systems from addon into original TOW after it's release. And no, it will be not TOW2 just like CMBB was not CM2:)

    About your second question - in general, something like that. 8 player engagements typically are 4x4 (and in that case each player commands part of considerably large force) or 8 player DM, or 2x2x2x2, etc. I've played a number of 8 player DM during testing, and i must say it's quite a blast, especially with alliances. You typically have 2-4 combat vehicles and squad or two of infantry (depends on what army you choose from army list defined for each map) - don't know how you will handle them, but i had my hands full trying to survive and prevail:)

  3. Thanks for kind words, Jmayer.

    Concerning your questons, it will be Battlefront decision how addon will work and when pre-order will be available. Russian version of addon is planned to be stand-alone. BTW, for ease of modding resources will be packed in open format like zip files.

  4. Originally posted by Freeboy:

    thanks again.. so the one thing I am unclear on is will these new features be also patched?

    We don't stop enhancing original game. Even after addon release there are plans for patching some new content from addon to original TOW.
  5. It's a pity we can't use 88 and 105mm now in missions.

    I think you should make a mod, for example, not only Arras but entire French campaign as well, as you apparently interested in this subject and the history of French campaign.

    There are several kinds of files in each mission folder.

    ambient.xml - contains info about ambient sounds in mission

    biefing.xml - self-explanatory, but text itself is in another file:

    texts.utf8

    trigger.ini - contains mission scripting

    mission.xml - contains data about rects and units

    2 .bin files - generated during first run of the mission, they contain light mapping and pathfinding info

    .tga file - briefing map.

    As you can see, to create a mod you only need to pack two files - trigger.ini and mission.xml (i don't think you've edited ambient sounds placement and briefing map), maybe texts.utf8 and briefing.xml if your changes affect bfiefing and high command orders. Zip them preserving directory structure, so they will unzip in correct directory for each mission you've modded. It's also advisable for users of such mods to backup their original files if later they decide to revert to original mission structure, it can be done easily, for example, just by copying entire 'FRANCE' directory in Missions folder to some other place.

  6. Send the log.lst file from the game directory to dina@1c.ru. It is being overwritten each game launch, so make sure you send it after the crash and before next game launch.

    If there is no such file, turn on logging by adding

    console=(bLog=true,bLogTime=false,bPause=true,bUseStartLog=true,bWrap=true,history=128,historyCmd=128,logFile=log.lst,page=20)

    into [core] section of ww.ini.

  7. MP now work depending on MP mission design. There is, for example, mission for 4 players, 2 attacking and 2 defending. You choose your army from the list of available armies for this mission (i.e. 4xM4A1, 2 inf squads, Staghound) and thus became an attacker. You can choose another army (i.e. 2xPak40, 3 inf squads, something else) and thus became a defender placed in entrenched position. There are typically not less than 6-8 armies possible for each mission, more can be added in editor (up to 20). You can play with 3 your friends (one will be with you and you will attack 2 others or defend from them) or assign 1-3 AIs for this task and set their armies in the same way.

    In this example armies are defined as defensive and offensive and have their positions assigned by that, but in another mission spawn points may be chosen randomly for each army.

    Apparently, as in all other games, for 8 players game host PC must be one with the most powerful processor and reducing graphical settings on it is recommended. Most important thing for client PCs is the connection speed between them and host.

  8. There will be 2 patches, first mainly improving MP and the second slightly later (but before the addon), that will change LOS degradation caused by trees and bushes (it will be in second patch because all missions must be tested after such major change in game mechanics).

    MP lobby is being implemented, but it is unclear now in what patch (1 or 2) it will be included.

    Freeboy, new tank sighting abilities is a completely new system and will be in addon only, sorry. There are plans for patches for original game after the addon release (to make some new content from the addon available in TOW), but of course it is too early now to discuss that.

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