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PFMM

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Posts posted by PFMM

  1. I feel that putting in a LOS tool is a bad idea. For me, the best way to determine wether there is a line of sight is to move around untill ones' own start firing or are fired upon. Adds to the drama.

    On it's own the game has no issues, only those that people invent for it.

  2. When I was researching Naval warfare un the 18th and 19th centuries the general breakdown of losses were about 95% disease, 4% shipwrecks and about 1% combat(if that).

    When one considers that during the Seven year war and the Napoleonic Wars the Royal Navy ran up losses of about a quater of a million men in EACH conflict (yes you heard me correctly, and you can verify this for yourselves), there can be seen to be some correlation to the land losses.

    For reference the operating strength of the Royal Navy was about a hundred thousand men (both marines and sailors) and the first conflict covers a seven year period, while the second conflict is for a twelve year period. So losses would run at about 35,000 and 20,000 a year respectively.

  3. Finally finnished fooling around with the Demo.

    Runs fine on my HT P4 3.0,1GB RAM and 9800PRO, with graphics a notch below maximum. Some lag from time to time but nothing intolerable.

    Visual impressions were initially good, but after a while I disliked the washed out look everything has. The icons made that dislike worse as I found they contrasted with the background to much. Feel that TOW has it done better, though I think SM:SF has far superior audio effects.

    I found the menu more cumbersome than that of CMBB, and the easy way I slid into CMBB without worrying about which key I was pressing was not there. More keys to press to get things done as well worries me.

    Played the missions against the computer, and, as usual found nothing special in the gameplay or the decisions of the computer. Predictable and easy to beat, with odd beahaviour here and there. Then Played online against a friend, which was better but not that exciting. We both thought that the gameplay may be too tactical with little in the way of strategy, and didn't feel like repeating the effort either.

    Overall, I was disenchanted. The gameplay I found limited and boring. The real time did not add anything for me or detract from it either. The other considerations are of minor concern and would probably fade with time. As I'm a fan (not an expert, just a fan) of modern ground combat and all it's toys I'll be interested to see how this develops. This product, however, is not for me.

  4. Can't see any obvious errors, so here are some debugging tips:

    1) Test in isolation. Make up a map with just this routine in it. Make it so there are cases of always enough, maybe enough and never enough for each of the conditionals. See which work and which don't.

    2) Have messages output to the console. ie "checking for units on hill", "checking for enough force", "no units on hill attacking town", "not enough force attacking town". This will flag the logic path to you.

    3) Output variables to the console after their respective steps to make sure you are getting the results you believe you are. I've forgotten the syntax for this and am out of spare time, so I'm not much help here.

    4) If the isolation cases work, test with the full program. If it works in isolation and not insertted, oh dear, oh dear.

    Hope it helps some.

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