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PanzerMike

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Posts posted by PanzerMike

  1. Originally posted by Battlefront.com:

    It's been 10 years since CMBO was announced and I think the track record shows that nobody is dumb enough to make the sorts of game we make. Yup, we are definitely the dumbest developers on the face of the planet. The more you guys point this out by complaining the greater the chance we'll wake up on a different side of the bed and think we shouldn't waste the next 10 years of our lives doing this sort of stuff.

    Steve

    Now, now, now, you don't really mean that. We very much like you to waste the next ten years of your life trying to please us :D

    Nah, just kidding. But don't be so gloomy. I think you've got a winner on your hands with this new engine. As soon as the modules start arriving (and ofcourse the WWII stuff!!!), there will be much rejoicing. I really look forward to more of the good stuff!

    When you put out the next module, I will most surely buy it. Hell, I might even pre-order just like I did with CMSF smile.gif . My money will be in your pocket. Bring it on!

  2. Originally posted by Battlefront.com:

    YankeeDog,

    Thanks! That's some good feedback for sure. It's the sort of thing we like to see, in that it is a balanced mix of praise and constructive criticism. If all our customers were like this we'd be happy for about 2 second before having a stroke from the shock of it :D

    I hear you loud and clear about the RT replay desirability. I'm right there with you. All I can say is that we do have it high up on our priorities list, but we have no idea when we can do it. The RAM and I/O issues are rather significant.

    Having said that, we are hopefully that we can at least keep a running replay for some meaningful portion of time. Meaning, if we can't get a minute captured we'd settle for even 10 seconds. Not the same, obviously, but if you noticed you missed seeing something, or saw something cool you wanted to see again, then 10 seconds is probably good enough.

    Steve

    I'm really glad everybody (customers and developer) seems convinced of the necessity of this. All the gorgeous details down on level 1/2 are mostly missed because of the need to hover over the battlefield. To truly witness the chaos (which is great) you really need te get down to the dirt and see for yourself (why the hell is my beatiful stryker on fire, it was fine a minute ago...what happened?)

    Sure there is WEGO. It even seems to work a LOT better now with 1.07, but pausable RT is preferred as far as I am concerned.

    Playback RT (if only for 10 seconds) is by far the most desirable feature to be added to this wonderful engine IMHO. I'm keeping my fingers crossed for this one.

    Oh, and thanks BFC for bringing us the this great game. It was a bumpy ride to were we stand now, but CMSF has arrived!

  3. Originally posted by Meach:

    Some people are never satisfied. The game is good as it stands with 1.07 and it's gonna get better.

    Wind in your cranks, guys.

    I am with you Meach. I think CMSF is pretty darn good since 1.07 and the guys at BFC still keep improving upon it. BFC have also listened to their customers and the result is a much better game.

    The engine is great. I am so looking forward to seeing this engine at work in Normandy 1944. Modern combat just isn't really my thing, you know. But I recognize a good engine when I see one. No more sour grapes now please!

  4. I know this has been discussed in the past and maybe I missed something, but what is current stance of BFC on real time replay?

    It was said that it was technically very difficult but was on the list of things to do or look at. Any update on this?

    Also, there was some discussion on other means of enhancing situational awareness like sound cues, text messages, events that pause the action (customizable), big red arrows appearing, etc. Any plans on doing something like that?

    I used to play WeGo only, but prefer RT now. It's just that there can be so much going on, you really need some help to keep track of things. Otherwise RT is only restricted to small battles as far as I am concerned. That would be a shame.

    Again, sorry if these questions have been answered before.

    [ February 21, 2008, 04:37 AM: Message edited by: PanzerMike ]

  5. I just tried to play the Paradox version 1.06. It crashes all the time. Clicking a unit (infantry or vehicle) is often enough to CTD. Is is totally unplayable for me :-(

    Bah, I was actually planning on getting into this game after waiting for a half year of patching. Seems I have to wait a little longer!

    Glad I am not the only one experiencing this and BFC are on it. Next time no Paradox for me...

  6. This is starting to look good. I have not played 1.05 (Paradox...) yet, but the posts on this forum are quite positive. God knows that has not been the case in the past months.

    I have barely played the game since preordering it this summer. The game was not ready yet and it seemed a waste to play the game in it's unfinished state. I decided to wait until the game was "ready". I think the time has come. I will probably also wait till 1.06 (since it will come quickly) and then I will plunge in.

    It is great to see the devotion of BFC to this game. You have really listened to your customers despite the somewhat harsh tone of some of the critics (it really got ugly now and then).

    This engine is looking to become a winner after all. And that is good news as far as I am concerned! Good job.

  7. Originally posted by Wolfpack:

    I like it so far, but I keep getting this error around Nov 8, 1940. I think it has something to do with an event, I think it's Romania joining the Axis. {Edit - Yeah, it's happening as soon as I get the "Romania joins the Axis" message}

    errornf6.jpg

    Seems to be a percentage thing though, as it happened two times I tried to continue, but didn't happen the third time.

    Seen this once in vanilla too.
  8. Originally posted by dynaman200:

    I have a different take on this. CMSF did not go in the direction I wanted to see it go. I also believe the game bit off more then it can chew with the 1 to 1 soldier representation on screen, especially with picky group like wargamers...

    With 1.04 patch the game works pretty well, better in some ways then CMBO, worse in others.

    The problem is that it is not the game I wanted, and I'm not slamming BF for that - I won't be pre-ordering another title though...

    This is exactly how I feel about CMSF too. It is a great effort but falls short of expectations. It seems indeed they bit off more than they could chew.

    The game is much better in many areas compared to CMx1, yet doesn't have the appeal of the original. It just doesn't seem to do it for me, much as I would like it too. Maybe with 1.05, I don't know.

    The eerie silence of BFC is a mystery to me. I hope they come back with a vengeance with the WWII game. The engine has huge potential, but needs more effort.

    Just my 0.02

  9. Maybe I should read the manual more carefully :) Okay, so only a city of strenth >= 5 is able to function as a rail hub and may thus be a destination for operational movement.

    That explains it. However the level of partisan activitiy is pretty high it seems. Hardly a turn passes by without some city being reduced. I know partisans played a major part in the east, but already so much activitity in 1941? Is there a parameter that deals with the level of partisan activity?

    I am going to play the death out of this scenario, it really is very good. Maybe I will tinker with it after a while if I feel brave :)

  10. Originally posted by Hubert Cater:

    PanzerMike,

    Glad to hear you are enjoying the campaign as Kuniworth did a really good job on this one. For questions 1 and 2 these are functions of the game engine and depending on the supply level or how closed the pocket really is it should function as you suspect. For example if units are trapped in a pocket with no HQ or city to draw supply from they should not be able to reinforce. Additionally with low supply their readiness and morale will slowly drop as well.

    For 3 and 4 I think it is probably best for Kuniworth to respond as he will know the campaign better.

    Hubert

    The problem is, that almost all pockets contain a city, because the AI defends cities tenaciously. Even if the pocket contains a city, I feel that reinforcements should not be possible. Perhaps the loss of morale and readiness should be less with a HQ/City, but no reinforcements.

    For instance, in my current game I am at the gates of Leningrad, but a city to the southwest contains two strong enemy units and I don't have the strength to take them out. They are hundreds of miles behind the front, and have been there for many weeks. However, they are doing just fine. Probably because of the city.

    Shouldn't cities be able to supply units only if they have an undisputed connection (rail or otherwise) to another city of their own side? As far as I can see the way it works now, is that the city is a supply source even if it is totally cut off.

    @RobertC I am playing beginner level as the Axis, and the AI is putting up quite a fight. But then again, I really am a beginner with this game :)

  11. Well the title says it all. I really am having a blast with that scenario. Well done!

    I wish the whole of europe could be done on this scale. It feels right, more so than the Fall Weiss scenario in which the room to manoeuvre is too limited IMO.

    I also have some wishes/questions:

    1- It should not be possible to reinforce units trapped in a pocket. This is really frustrating and not realistic.

    2- Units in a pocket should suffer morale or readiness penalties. Pockets fight to the death (no surrendering in the engine I presume?) and should be easier to destroy the longer they are 'eingekesselt'.

    3- Why can't I strategically move units in/through occupied Russia?? As long as I have a rail line this should not be a problem, right?

    4- Are there any real consequences if Moscow or Leningrad would fall (national morale drops or something?

    That's it so far. Kudos for HC and all the others for making a fun game!

  12. Originally posted by targul:

    Have you examined the cost of a sub vs the damage a sub does. Subs do 20 points of damage typically a turn when they hunt. Do they get to hunt for 10 turns without discovery. Rarely if ever.

    Once discovered they are quickly surrounded by British and sunk or brought to level 1. Should they survive they must now limp home for repair where they are not doing any damage.

    I believe if you did a cost anaylsis of subs you would find even with there new dive which I really like they are very vulnerable and rarely pay for themselves.

    This is my experience too. Subs are not worth it most of the time. This needs tweeking. Perhaps the escape dive should occur more often, allowing to sneak away succesfully to live to fight another day.
  13. I have played Hoi2/DD/ARMA a lot. I love it, despite some really nasty bugs remaining (come on with that ARMA 1.2 patch Paradox!). I don't play vanilla anymore, only the TRP mod (fantastic mod, greatly improved AI).

    Hoi might be a bit too much at first with the plethora of detail. For me, it is second nature and I don't even think about it anymore. Once you get past the (steep) learning curve, there is a real gem. I can play it quite fast now, but it will still consume a lot more time than a game of SC2WAW!

    I have only very recently bought SC2WAW. Compared to Hoi it is SO much simpler. This is not necessarily a bad thing. I like some of the abstractions. Im some ways Hoi could be improved by less detail and more abstraction.

    For me, Hoi is the benchmark. It is the mother of all strategic WW2 games in my book. But there is room for SC2WAW in that book too :)

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