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Vinnart

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Posts posted by Vinnart

  1. I totaly agree that HMG should be transportable. The only reason I could see why it is not is the developers have not gotten to it. I am an artist, but not a specialist in 3d animation type, but know a little about 3d animation. The developer would obviously need a new animation to go along with the programing of moving the HMG. It shouldn't be an enomous undertaking to incorporate into the game, but they only have so much time to incorporate everything. I would also like to see infantry able to ride on tanks such as in CMx1. I am sure it all could be to perfection eventually, just takes a lot of time, and work. The most absolute thing that I hope they work on is waypoits, and the kinds of chains one can put together. I am very impressed with TOW2, but this is one essential command, and control aspect that could use priority for improvement IMO.

  2. TOW3 SQUAD, and ORDER of BATTLE STRUCTURE concept:

    All of these suggestions are designed to give the player better, and quicker situational awareness at a glance. This is especially important for RTS play. The additional icons are images I have made up, but they could be anything suitable. One can mod them to what they want, but they have to be there to begin with.

    Assuming that the game maintains some interest, and emphasis on individual soldiers, and the leaders, and assuming that the squads will at least be able to split like in Combat Mission, and have an organizational order of battle like Combat Mission I am proposing the following icons, and structure to add more realism to the game. TOW does do a good job with icons providing information to the player, but adding a few more distinctive ones for leaders would allow for quicker recognition. The purpose is to quickly identify NCO leader from officer leaders, and to maintain a more realistic organizational structure.

    To minimize large icons while still allowing the player to easily identify Jr. Leaders, and Sr. Leaders within the squads/sections Jr. leaders would not show full rank icon when attached to a Sr. Leaders squad/section. Rather they would show a small star over the basic infantry triangle icon. Jr. Leaders show larger rank icon when squad is split. If tanks were organized in platoons as in Combat Mission a small distinction in the form of a star in the icon silluette would quickly allow the player to pick out tank leaders.

    If an artillery observer were to be added as described in my thread “Artillery Observers”:

    http://www.battlefront.com/community/showthread.php?t=93855

    Artillery Forward Observers would need a distinct icon. I have (1) per battalion HQ, and Company HQ as a standard member the player gets in those type of HQ sections which is where one would more than likely be attached in reality. Other possible ways the player would get an artillery forward observer could be (1) per off map artillery, and (1) per on map artillery battery.

    Combat Mission inspires the illustration, and the example is US Army. All nations would have the proper amount of men, and weapon load outs ala Combat Mission. The leader slots are realistic, and offer the player additional leaders, and proper rank structure. This also offers a structure for individual soldiers to advance through the ranks as leaders die. For example; if the squad Sgt. dies the corporal in the squad would automatically be promoted to that squads Sgt., and the most experienced Pfc in that squad would automatically be promoted to corporal. The unit’s designation such 1st Plt HQ/ A Co. would be tied to THAT leader who represents those individual attached to his squad. This keeps the order as men die off, and new men take their leader slots. This is all mirrors realty more, while keeping it a playable game one can easily manage, and understand.

    TOWstructure.jpg

  3. If you real time seriously the Nostromo is a must have piece of equipment for speed of control. It improved my game tremendously in competitive league multplayer playing a game called Sudden Strike.

    The camera rewind is definitly a plus with WEGO play. I am the same way about analizing the turn from different perspectives. It is one of the features I like best about WEGO. I think CM games shine playing this way, so I usually don't play CM RTS. Besides I think I am just too used to playing it WEGO it is hard to adjust to a RTS mind set with it. I am glad The game has the RTS option. The more options, the more people you can satisfy. In my opinion TOW2 is more if you like RTS ( I would love to see a WEGO option for it). RTS play is the biggest drawback to not being able to do that with the camera. If one could then it would't be RTS, now would it. I think TOW2 has a good system for atleast letting you know what happened via a journal that is kept if you missed seeing something.

  4. My suggestion is to experiment with what works, and feels best for you. I will usually come up with a command and control format for my buttons, and experiment, or tweek it from there. It is a liitle upfront work, but once set you can control games much more quicker, and efficiently so you don't have to click as much. For single player this is not as crucial, but for multiplayer it makes a big difference. "He who gets key positions first with the most" usually wins, that is if you are a good strategist to follow through on that edge.

  5. I would write an official tutorial if I felt I knew for sure how to do it perfect. I have a few dudes still show ? for names. Here is what I did if it helps anyone.

    1. Follow SFS instructions of unpacking, and launching from the TOW/mission editor folder.

    2.Create folder on Desk top called TOW MODS. Also the info I saw here said it was important to palce the file called Files.inf in a folder. Not sure which one, so I placed a copy in all questionable folders.

    3. Follow SFS instructions for the two directory boxes one must fill in to find the directories. Top box find and set directory to TOW/MISSION EDITOR, for bottom box set extract location to the TOW MODS folder created on desk top.

    4. I think next hit search, then close and re-open SFS extractor, and it should show directory tree. Then hit extract, and the file should extract to folder you created on desktop.

    In extracted folders find folder data/local/en. In there is names.utf8 file that you can open with wordpad. Also in data/units there is a name configuration file. I changed this to matched the names.utf8 file I modified. Not sure if keeping in alphebetical order is necessary, but I did.

    5. Take your modified data folder, and replace it with the one in the man TOW folder, copy and paste local, and units folder in the data folder existing in main TOW folder. ATTENTION! back up original data folder first.

    6. Open game and you should see changed names. I only changed first names to military call signs, and colorfull nicknames like "Bull" and such. I can use these same names for all nations to make it easier to identify, and associate with different units especially where foriegn names are concerned.

    Kursk is big impovement making this whole process easier. I like that you can even give nicknames to tanks, and basicly anything. All fun, but practical options for quick command and control identification.

  6. ARTILLERY OBSERVERS USING THIS COMMAND MODEL:

    NEW! command added to the E key – ATTACK GROUND command - A sub command could be added under this command called "FIRE MISSION", or something along those lines. The command in essence places a target reference point ring (TRP) on the map where the spotter can see. The player must target artillery within this ring to achieve accurate fire. This command would only be available to artillery forward observers, and leaders.

    Check out Artillery Observers in TOW3 to get more in depth info, and to see screen shot concepts:

    http://www.battlefront.com/community/showthread.php?t=93855

  7. ARTILLERY FORWARD OBSRVER CONCEPT:

    I have read in other post of wanting this unit being added to make the use of artillery more intricate as it is in Combat Mission games. I am a designer/creator by profession, so when I see a design I like, and that I feel I can improve I get the same creative buzz as painting. Many of the ideas I have been posting on here are not ideas I have just thought of, but have been working on for years ever since playing a ww2 RTS called Sudden Strike almost 10 yrs back.

    Here are my Artillery forward observer concepts I would like to share.

    Assuming that the developers chose to use the GUI I have presented at my thread :http://www.battlefront.com/community/showthread.php?t=93719

    Using that command model a NEW subcommand would be included in the game called “FIRE MISSION” command. This command would most logically fall under the GROUND FIRE command tab along with SMOKE. Basically what this command does is allow a forward observer to simulate spotting for artillery. When the command is selected a target reference point (TRP) in the form of a resizable ring is place on the map where the spotter has line of sight. Ring creation would be similar to how CMSF has it. The ring would change colr to show radius is in line of sght. Once the ring is placed one must click the off map artillery icon within the ring to get the affirmative prompt “ Fire mission”. The time on target, and accuracy of incoming rounds are related to the quality of the spotter. Not using a TRP in conjunction with artillery should result in VERY inaccurate fire. The player must use TRP with arty for BEST results. Once the affirmative prompt is heard a timer appears below resource icon on GUI showing count down time to rounds impact (shown in screen pic). I think Combat Mission is the game to look at for a more intricate artillery spotting system. This command would only be available to Artillery Observers, and to leaders. Taking it a step further this command could, and should be used for spotting on map indirect artilleries as well as off map. Much how officers spotted for the mortars in CMx1.

    The AFO is the specialist, so lets say his TRP marks are the best. For example, perhaps time for off map to impact is 30 seconds, and for Non-arty specialist leader the time on target would be something like 1 minute. Too long of a time like 3 to 5 min for time on target would be no good IMO. A speeding time abstraction such how speeding buddy aid in CMSF could play best to keep tempo going. All depends on rank, skill, and expertise for results.

    FOR ON MAP ARTILLERY:

    I like how CMx1 had it where artillery fires on its own only if the gun sees the target for itself. In an indirect role using TRP it would work like this: You can ground fire anywhere on the map that is not seen, but expect VERY poor accuracy no matter how good crew. When being used with a TRP the accuracy will be determined by the quality of the crew + the quality of the spotter. Once the TRP is placed the player can select ground fire order for suppression, or attack to concentrate arty on specific target. The better the combo spotter + gun crew the fewer rounds to hit specific target. May get it first shot may take several spotting rounds.

    These are some other possibilities. Another way would be stricter, and in line with CMx1 where AFO is only unit that can spot for off map arty, and leaders (NCO and officers) are the only units that can spot for on map arty.

    There you have it. A more intricate artillery system that mirrors real life, but simulated for a playable game. This will bring some of the great features from CM series into this other great title. I think the market that this game is targeted to would want this over a more simplistic approach the game currently uses. Programming wise the TRP ring I would think creates a condition to program around.

    TRP SET:

    TRP1copy.jpg

    TRP EXECUTE:

    TRP2copy.jpg

  8. What I am describing is the MOST flexile system. The alternative is to have it pretty much how CMSF has it where you are limited to splitting squad, or detaching elements. Either way I think it is a step in the right direction.

    Here is how I imagine this flexible system working in how a player can select, order, and move units. Some of which is in game already.

    Single left click individual unit: Select INDIVIDUAL.

    Box drag selects: Selects ALL in box

    Double left click leader: Selects leader, and all attached to him; his SQUAD

    Double Ctrl key + Alt key + double click leader: Selects FORMATION. I.E. Double clicking on a platoon leader this way will select the HQ platoon section/squad + the entire PLATOON. Double left clicking this way on company commander selects entire COMPANY.

    Ctrl key + unit type + double L click: Select all of unit class in screen.

    One could also make groups via the number keys as always, and select units that way.

    This has more options than even CMSF, and is quicker than CMSF present controls for controlling masses of units. This has always been the challenge of RTS games. Meaning you can have a great game, and concept, but if you can’t control it can get frustrating. I think TOW has been doing a good job taking strides in the right direction to make it different to all the kiddie crap out there. It has some very good command, and control (better than most). These are just suggestions for possible solutions to controlling many forces at once. IMO opinion RTS is ALL about efficient, smart command and control, and quick situational awareness over many forces.

  9. I have what I feel is the BEST solution for this via a new ATTACH/DETACH command which allows the player to make squads by attaching, and detaching soldiers to leaders. Currently when a leader is double clicked all attached to him are selected. You can also, select and move individuals. This is how the game has it now, but is limited in that you CANNOT DETACH INDIVIDUAL SOLDIERS, OR TRANSFER to another leader. With this new administrative command you can DETACH individual soldiers so they are no longer selected by double clicking the leader to use them as individuals. You can have them attached to no squad, or you can detach them from one leader, and transfer them to another. This command would have a quick subcommand for dividing a squad in evenly in half with the senior leader taking one half, and the Jr. leader taking the other. I can think of no other more flexible system that will allow for moving soldiers as platoons, squads, or as individuals. I will have more on this soon with screen shots.

  10. @Hintj, I have my mouse programmed for CMSF, and anything I play. For CMSF I have the forward, and back keys for cycling through units. All the other buttons are for the camera views I use most often, usually 1-4, and 6. My model has an extra side wheel that is nice. I have my main 3 camera controls there. Also, I have one that locks camera to unit. All comes in very handy to move around the battlefield with relative ease. I use a similar setup for TOW. Unfortunately I do not see my model mouse on the market anymore. Mine has powerful wireless too, can play lying on couch. I recommend the MX revolution highly to anyone.

  11. Tartari, thanks again for all your help. I have it working now. I was doing it right; extracting, putting in right folders, but what was throwing me off was I was modding the wrong file. When I extracted I wound first file I found had the names, so I assumed it was the right file, but turned out not to be.

    I am so impressed with the developer’s 1c on this game. They saw the need that changing the names should be easier than in Africa43, and now have the feature of just clicking on name in Kursk. It is a fun RPG feature, but is very practical with dealing with foreign names that are hard to pronounce, and recognize. This new engine feature is GREAT! Especially for single player where one takes more time to know the thousands they command. I do not have Kursk because my PC does not meet min requirements, all I know of it is from demo I can play, but with much lag. If I could I would buy both Kursk, and Caan for sure.

    I am new to series, but have been deeply immersed in it. Despite Africa not being as polished a game it is still great. Being new to it perhaps some comprehensive sticky post on the subject should be made to easily help other change names. I was unawre TOW1 and TOW2 use same files, and did not know of FAQ in repository. I did not get TOW1, so I did not look there. A sticky post pointing to it could be in a post on easy name changing. Thanks again.

  12. I've got a Logitech anywhere mouse. My opinion is that Logitech has some very elegant products, but their drivers/software generally suck, so I just use the generic windows drivers.

    8 Buttons! Man that seems like a great idea.

    What kind is it, and what utility do you use to program it?

    HintJ, I have a Logitech MX Revolution, and I use the Logitech software SetPoint to program buttons. Absolutly the best mouse I have ever had! Makes controling games so much easier. The Nostromo is great too, but I find I don't use it as much for CMSF. I usually play it turn base as I find the GUI awkward for RTS play. RTS is where you really benifit from Nostromo speedpad. Very quick , comfortable platform for control when commanding needs more speed. I have mine rigged to strap to my leg so I can kick my feet up and play.

    I suppose the reason CMSF feel a bit awkard RTS is because it controls SO much different than other RTS games in that most games have left click select, and right click execute as general way of controling units. This difference makes it more awkward to go back and forth playing the two games RTS. TOW feels much more natural for RTS play with its more classic RTS GUI. TOW could have the most perfect GUI with a bit more tweaking. I have a GUI design posted in TOW3 forum. Check it out, some good stuff if i do say so myself.

  13. Thanks for the reply Tartari, and for trying to help. No matter what I have tried I either get question marks where names should be, or no change at all. I have looked for the post TOW Modding faq, and it does not come up in search. Perhaps is you have link, and can post thanks. If it is such important reading perhaps it should be made sticky. I have modded games before, but everytime I think it should work it does not. I cannot find a tutorial that explains this in a non-confusing way. I have modded games before, but to change the names should not be such a hassle.

    Here is where I am at:

    I have extracted files to a folder on desktop i called "TOW Mods". I find the file to change names under data/units called "Units_PersonNames" configuration settings. I have changed just first names to colorful military call signs like "Hitman", and such. I have tried copy, and pasting this moddified "data" file to replace "data" folder in game. When I do this I get ? for names. I am even more confused with you saying the names file is in ToW/data/local/en. Those are UTF8 files in that folder, and are different from type file"Units_PersonNames" configuration settings file. I see a file in /data/local/en called names.utf8, but cannot open that file to modify.

    Okay so, assuming I changed correct file in folders data/units called "Units_PersonNames" configuration settings the main problem is getting it to override to work in game right. Do I replace data folder in root TOW folder? Do I keep data folder there, and make a new folder in main TOW folder called ToW/data/local/en and place the modified file "Units_PersonNames" ? Do I place modified folder named "data" in mission editor folder?

    I wish there were pics showing step by step. This really helps with people of different languages. Knowing how to do something, and explaining how to do something can be tough.

    TOW developers please make this an easier process. Your average joe does not want to go through this much trouble to just change names. If one can easily change each soldiers skills with victory points, then I am no grasping why an easier option is not made to the consumer for this personalizing feature. Changing names, and personalising soldiers is a good selling point that makes the game more interesting, fun, and makes it easier for player to remember soldiers. It gives the player a more personal experience in the RPG layer of the game. I will remember, and have more fun with a dude named "Wolvorine" much easier than a dude named John.

    If changing soldier profile is too hard to put into the game, then I suggest SFS extractor be made as part of the package that comes with game along with a manual with PICS that shows step by step how to change names.

    Thanks again to anyone willing to help.

    I know it is must be easier than I have yet discovered, but this one I just am not seeing where I am going wrong.

  14. Often the camera can make, or break a game IMO. For instance when CMSF first came out the camera did not have settings it currently has, and I did not get CMSF till this was fixed. TOW has a very good camera, but there is one great feature in CMSF camera that would make getting situtaional awarness easier in TOW. I am refering to how CMSF has it that when you select an enemy unit it highlights the friendly units that can see it as shown in the screen shot. In this case it shows 3 friendly forces can see that particular enemy I have selected. I believe this is something that would be usefull to the player. This method is so much easier to get LOS info rather than having to select each friendly unit. I do not know how involved, or possible to implement, but something like this is more important to RTS play vs turn base where information must be decifered quickly.

    CMShockForceCamera.jpg

  15. I have gotten that far. Once file is extracted, and modified how do you get the game to recognize the changes. After I have changed the names in file I still see the old names. Do you have to repack the data sfs file? If so how do you do this? I tried mount command in SFS, but no luck, and am lost. This is a great game , but personalizing the names should be easier for the player to get more into the soldier/charicters, and makes identifying soldiers easier. How do you get file to work once recognized. I have done searches and have read about SFS extractor, and am still not getting this to work. Changing the names was a selling point to get more into the indivduals. If anyone can help, I would appreciate it.

  16. Hi all, I was able to extract I think properly in that i was able to find file with names. Changed them now they all show as a question mark for first names ?. Only the few I did not change show up. If anyone has a fix i would apreciate it. I wish changing the names were easier. Perhaps if an option could be added in the staff skills screen where we change unit statistics.

  17. Since TOW puts much emphasis on the different leaders I think it would be a good idea to be able to tell the NCO leaders from the officer leaders at a quick glance. Here are some icon ideas to consider. I changed the officer to star icon becuase the cap is too similar in shape to cheveron. This makes them more distinctive and star does make sense for general officer icon. I was one of the people that supported the idea of some more distinctive icons be added to CMSF such as for the snipers. I am sure most would agree it makes finding the snipers much easer. Same principle applies here.

    TOW2RankIcons.jpg

  18. I suggest getting a mouse with as many programable buttons as possible. Mine has 8. I have the buttons set for camera controls, and cycle through units. Second invest in a Notromo speedpad, or equivilent. Both will increase your speed, and ease of command and control for not only this game, but most any game. With turn base it speed is not critical. Lots of times I use spacebar commands, and my mouse commands.

  19. Here is something like what a final design would look like in the game.

    Beyond what I have explained previously, there are a few other enchantment ideas I thought of.

    TACTICAL MAP - Big improvements in this from TOW2 to TOW2 Kursk. Now it is VERY functional. I have moved the access tab from the top closer to the mini map. In my opinion this is a more logical, and efficient place for the tab. It keeps all map controls closer together, with less moving of mouse to top to access. Keeps eyes on bottom of screen with rest of controls. One feature missing from TOW2 Africa to TOW Kursk was the ability to hide/show specific unit in Tact map. I have included this as you can see. These buttons can only be accessed in Tact map mode. They allow the player to see certain units in a less cluttered atmosphere. This was good in TOW2 Africa. To streamline all units can be lumped into these catogories if desired. Of course you can still toggle Tact map via M key.

    ALL – Shows all units.

    ARMOR – Included tanks, and SPG’s.

    INFANTRY – infantry.

    VEHICLES – Includes, APC’s,Cars,Trucks.

    ARTILLERY – Included any Gun that has crew. HMG’s and up, AA guns, howitzers, ect..

    AIR- includes all air units.

    TASK FORCE SITUATION REPORT.

    This is a NEW tab that would update real-time, and give the player the most important info about the entire force at a glance, rather than having to cycle through and check each unit. True changing icon, and the journal give useful info. This is another tool to know as much info of the situation at a glance. This would be especially useful in when playing the game in TACT MAP mode. This report is constantly updated. A good shortcut here is that in TACT MAP mode Double clicking on a units name say while holding CTRL key closes the TACT map automaticly, moving the camera into battlemap , and center on selected unit. CMSF has something similar for moving camera through chain of command.

    When the tab is accessed as you can see sub tabs appear to show all, or specific unit types. When a sub tab is clicked an origination order of battle text tree appears. It shows the current units place in the orginiaztion such as 1st squad, 2nd platoon, E Company. Next is the units experience status designated by either a G,R,V,or E for Green, Regular, Vet, Elite. Next is the current units name, and rank such as Capt Dick Winters. As soldiers die the next eligible soldier takes his place automatically, and the name changes to the new leader. Next are the current units status reports designated by icons. I chose a heart, Bullet, lightning bolt, and tanks get turret, tracks ect…

    Using the classic designation colors Green, Yellow, and Red:

    HEART ICON: Green heart –Units morale is fine. Yellow heart – Morale is getting shaky, maybe a guy, or two in squad panicking. Red heart unit is in Panic. In the case of infantry squads although a unit commander’s name is shown the stat reports are an average for the entire squad not that commander himself unless he is an individual like a Company commander.

    BULLET ICON: Unit or squads current ammo sit rep. Green – full ammo, Yellow – Ammo half gone. Red – Ammo low

    LIGHTNING BOLT ICON: Shows units’ current combat status. In the case of organized squads, if one member from the squad is engaged then the entire squad will get that status. GREEN= Unit is not engaged. Not firing at enemy, nor receiving incoming fire. YELLOW = Unit is in engaged with enemy, taking, or firing rounds. RED = Unit is in panic. When HEART is red, this turns red too.

    ARMOR ICONS = Always red silluettes to show damaged parts.

    So, In TACT MAP mode the player can see at a glance that the M10 “Rough Rider” has bit of stress going on with the YELLOW HEART, but is not in a panic. I see he has about half of the primary ammo left, Is not currently engaged, and has a broken track. The player can scroll through to see all morale, ammo, engagement, and damage of entire army at a glance, and jump the camera to those units conveniently.

    CopyofKursk1943.jpg

  20. I am new to it too, but have been exploring it much. Domination sounds more like a Combat Mission type play. In CM, from my knowledge there are no reinforcements in MP RTS. That sounds like it would be more popular with very experienced players that want it as the ultimate challenge of having to rely on your limited resources to win. I think king of the hill might be more popular where you get points to get reinforcements for flag capture. That is how Sudden Strike had it. I believe Sudden Strike 2 had the best concept of flags. Flags were in groups or pairs by color. For pairs you have to capture both, and hold for certain amount of time to capture. When capture you got reinforcements. The pairs made it more team orientated.

    It sounds like you have the experience to know there is a learning, and patience curve for any new game to understand it, and enjoy it more. Especially games like TOW where there is much depth to learn about. This game has a good future. Too bad I would lag to death to even try it MP beyond playing the AI on my PC, or I would try to get a game with you to check it out. I would probably not play as well as I hope first time out MP, but it’s all in fun.

    My experience, I am new to TOW2, and usually try the demo for any game like it. I am a very picky gamer. I loved strategy games as a kid in 70’s and 80’s. I got my first PC 10 yrs ago, and found a game called Sudden Strike shortly there after. I would check other games out, but stuck mainly to SS because I got involved in competitive team multiplayer in a clan. I stuck to that for a few years until the team broke up. An old army buddy kept trying to get me into CMx1 for the longest, but I had a closed mind. Finally I did try, and grew to LOVE the CM series. I didn’t get into it until CMAK. I have been playing pretty much CMAK, then CMSF for the past several years until finding this game. TOW1 just didn’t grab me for several reasons. TOW2, and now Kursk are so much more polished. Now with the new strategic level it will have even more layered depth. Both CMx2 and TOW2,3 are great games, but only TOW can give the player the experience, and involvement from the private to the Division level. You can care about the soldiers, or not. Its up to you how deep you want to get involved with the individual soldiers/characters, and still have fun. They need to make it easier to change the soldiers names. This gets a person more interested by being able to personalize it, and makes it easier to identify individuals. I will remember a guy I named Clint Eastwood much more than a guy named Hoo Flung Poo (no offence to my Asian brothers). It is good there is a default name for each soldier, but I can’t pronounce many of the foreign names, let alone easily identify them.

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