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Vinnart

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Posts posted by Vinnart

  1. Yes! Even though the graphics are not as hot as CMSF Cmx1 is still worth getting. There is a simplistic beauty to it especially where terrain is concerned. It is very relatable to a board game, but with the complexity the computer offers. I like CMAK the best, as it seems the most polished and tweaked. Didn't care much for CMBO in comparison because the damage system infantry vs infantry seemed a bit ridiculous IMO especially with catching infantry out in the open. CMAK seems to have a much better and realistic damage model. Try the demos, and go from there. PBEM Cmx1 was some of the most mentally engaging gaming I have ever played

  2. I have read many good ideas for improvements on the game and decided to illustrate some in photoshop. Many of my suggestions I am sure have been mentioned before here, but now that I have the game I wanted to add my vote to those, and perhaps add some fresh suggestions. Not sure if any are moddable.

    maincopy-2.jpg

    iconscopy.jpg

    COLORED TEXT REPORTS: I read this on here, and I agree. I think this would be a good player aid similar to warning labels in Cmx1. Green +, and red X stays the same, but the unit text are as follows: White ok, Yellow would show a unit is in the yellow, red would mean they are in the red. Would be a quick way to get an overview of the status of the Units. Either this and/or icons that change to have yellow or red marks while in that status. I would also like to see unique colors for soldier status, Yellow=wounded, Red= casualty

    WHAT FLOOR ON/PASSANGER STATUS. Same as in CMx1 telling if passenger status or floor on. Player aid to quickly see for sure where infantry are. Makes it easier, and quicker especially when many infantry squads are in a big building, or viewed from less obvious camera points. The text would only show when ALL the squad is on the same floor, or currently boarded as passengers.

    MORE UNIQUE ICONS. Just like the flags make it easy to find command units, and the binos make it easy to find the forward observer. I think some of the other special units such as snipers could use a cross hair or something. In my icons pic I like the idea of having the rank insignia for the officers to quickly tell them apart.

    MORE UNIT PORTRAIT TYPES:I liked how Cmx1 had different portraits for commanders, teams, regular infantry, tank crew, and tank commanders Just makes recognition and GUI more interesting. Gives more options for fun mods as I show Kelly in the pic.

    AUTO SAVE would be nice. Found it very convenient in CMx1

    DELTETE from Saved games would also be nice so you don't have to go to the folder to delete old saves. This was also very convenient.

    DIRECTIONAL CONTROL POP SMOKE- Others have made this suggestion as well. I Have had a few situations where I wanted smoke to be thrown by infantry off to the side instead of the default to the front of the way the squad was facing. I did not want to re-face them as they had good cover mostly behind a wall. I can see it being fixed for vehicle facing, but it would be good to give infantry the capability to throw it anywhere within a 20 meter radius. Adjustable waypoints would solve this, but it is my understanding that has been hard to implement. The alternative to fix this would be to have pop smoke work like the target command with its freedom of movement. The difference would be that the cursor would be locked that it can not extend more than 20 meters, but can still be moved around within the radius. Special limitations would apply to vehicles if they can just pop smoke to the front.

    PUASE TILL BOARDED - mentioned on here before, and would be great if added to the pause options. This would take some of the guesswork out of timing things just right when boarding. without wasting time, and prevented vehicles from driving off if not paused long enough for pick up.

    TARGET ARC GRAPHIC, OR TOGGLE ARC OFF/ON- I am an artist by profession and I can really say aesthetically it is way over powering. I think Cmx1,s graphic was much less obtrusive, and the quick 180 degree functions were useful. Is this graphic moddable?

    HIT TEXT- Said before on here. Another good player aid that made the combat more interesting.

    ADJUSTABLE WAYPOINTS- Would be nice at least for turn base, but if they can't work it in for some reason it is what it is.

    AFTER ACTION REPORT & STATS - (Enter key from CMx1) said before on here, would be nice. It was always interesting to check out the kills after a battle in Cmx1.

    Separate commands for MOVE TO CONTACT and HUNT. Currently from what I have observed hunt acts like move to contact did in Cmx1 in that the units stop when contact is made. They do not continue on when the threat is destroyed as HUNT did in Cmx1.

    MOVE TO CONTACT= Unit stops when contact is made and does not continue to move.

    HUNT= Unit stops when contact is made, but moves on when threat is neutralized.

    Since there seems to be a conflict between the FACE command and the COVER ARC COMMAND working together i think the solution may be to move the FACE to the Movement commands. Maybe if they were listed under different command panels one would be able to issue both orders for a final waypoint? Overall I prefer how the cover arc and rotate worked in cmx1 graphically with qiuck 180 degree functionally except that now you can do more per waypoint.

    Graphicly the only thing that stands out as needing a bit improvement is the trees. I think adding some shrubbery around the bases would give them a more realistic look. Currently they look a bit pasted.

  3. From what i have been able to tell HUNT currently acts like MOVE to CONTACT did in CMx1 in that they stop when enemy spotted, but do not proceed when enemy is no longer spotted.

    I think Cmx1 was better with the seperate commands for HUNT and MOVE TO CONTACT each having there specific behavior. I wish they would but these features as they were.

    Here is how it was in CMx1:

    MOVE TO CONTACT= Unit stops when contact is made.

    HUNT= Unit stops when contact is made, then proceeds to the destination when contact is lost. Stoping again if contact is made and so on.

    ARC commands and graphic were better in CMx1. Current graphic is currently way too overpowering and offers no quick 180 degree optiions.

  4. I think they are both really good games worth getting. Fans should find the latest version of the game has more of a Cmx1 feel, but different. Better in many ways, but still missing some great stuff from Cmx1. I do miss some of the simplistic beauty Cmx1 has in some of the abstractions especially in knowing definitively that you are in cover terrain. From what i see though CMSF must still have some abstractions to it with tree cover. I never see infantry crawling up to a tree trunk for cover as one would figure would be the result if it were totally what you see is what you get system as it claims to have. I may be wrong, but then again due to the setting of CMSF the only real cover I have come across so far are buildings, walls, and trenches.

    Graphically of course CMx1 is rather bland after playing CMSF. Core tactics and depth are about the same adjusting to the modern weapons.

  5. Interesting what Steve was saying about features being included or not. If certain features are not there it will keep me from buying a game. I finally bought CMSF 1.11 because certain features are now there that were not there before. If they were not added I would not have bought it. Fortunately Battlefront listens to feedback from their fans.

    Here are the added features that finally sold me from previous demos even though I think some features should be added or changed to improve the game. The game now feels more like the spirit we all enjoyed in Cmx1.

    CAMERA: May sound trivial but this was a major point with me. I think all will agree the old pre set camera position from Cmx1 that are now included are a big improvement. Not being able to see the unit while locked on it on 3 or higher was a major turn off.

    IMPROVED AI: The troops are much more logical now in engaging and moving. The Assault command works the same as I envisioned it for my concept SS3 game. Gave a squad to move out in the open and it deviated taking a trench line in the direction I specified. Impressive show of “what would you do logic”. In older demos I was not impressed with the AI in engaging the enemy, finding cover, and movement. The units now react much quicker much like they did in Cmx1.

    My biggest peeve with the current game is the COVER ARC graphic, and lack of quick 180-degree control as in CMx1. Why such an overpowering graphic? Why now a quick 360 degree? Doesn’t 180 degree make more sense for facing a turret? I think the old orange lines were much more pleasing to the eye being less overpowering with better control options. I am sure most would have to agree with this.

  6. I think your opinion on the lack of a random map generator and the fact that PC:K "far surpasses" CMSF is a tad subjective.

    Having said that, there are plenty of things in CMAK that are much funner and maybe even better, than CMSF, but why not wait and see what turns up in the WW2 game?

    I didn’t think making such a bold statement would bring up a debate. I don’t believe I have played Panzer Commander, but I will check it out. All I can say is with the 1.11 patch Battlefront sold me, and that is rare as I am a very picky gamer. True, it does not currently have all the features, and great things we miss from CMx1, but it is still a great game worth getting now that is at least at this point. I think Cmx2 is only going to get better in time as more things get eventually included.

    There is definitely room enough in the world for more than one good game, but CMAK has been the bar to measure up to for me since I have been playing it the last several years. I think any smart developer should look at what is good out there, and take the best parts to make something uniquely their own. Undoubtedly I am sure the developers of Panzer Commander looked to Cmx1 for inspiration since the screens I saw of it look very much like Combat Mission. I looked to CMx1 for a game concept I came up with for the development team at Firerglow for their Sudden Strike 3 engine. Fireglow is like a guy who has a beautiful woman, but doesn’t know what do with her. Their engine has some of the nicest eye candy out there, but lacks in the depth offered by Combat Mission. I combined the two games to make something unique. Drawing from Combat Mission as the bar to measure up to. The more good, quality games out there the better since they can all offer different experiences.

    Check out my game concept, some good Ideas there, perhaps even Battlefront may draw from. http://www.suddenstrike.com/index.php?uid=forum_message_list&uid_forum_topic=8407880&uid_forum_section=38202&offset=0&total=15

  7. I just bought the game after following its development from the first demo. 1.11 was what sold me. Absolutly the best game of its genre on the market right now! I am glad I waited till it got to this point, since it really has me adicted now. All that have been waiting to get it, or have given it a negative review should check it out now. It is such a better game from previous versions. Great, Great product Battlefront! I'm spreading the word!

  8. I totaly agree. I was part of a Sudden Strike clan for years and it was so much fun. It gave the game longevity where it wouldn't have had it otherwise. Like battlefron stated they would lke it too, but there are other things with priority.

    I just got the game. How do people hook up for RT games? Is there a chat lobby? if not, that should be easy enough to add to the BF website, and would be a an easier start to get more interest in RT multiplayer 1v1. It would make it easy to advertise and join games.

  9. Thx a lot for the many very good mods here. I downloaded almost every mod and installed it. The scipio mods are really great mods, odbollsoundsmod sounds a lot better then the original ones and I appreciated the more infantry related campaigns like the "From the dawn to the setting sun" and the "Crossroads" campaigns.

    I also found one grid mod but it didnt work.

    I was looking for one special mod I couldnt found: the CMSF Balkans War Mod terrain and units mod. Can someone post a link where I can download it?

    I have had the same problem with the grid mod not working. Only the background shows the grid. Anyone else have that problem? Anyone know how to fix it? I prefer the grid as it makes reading the contours of the terrain much easier, always used it in CMx1

  10. That means we would'a finally got build v1.0 last December! Personally. I much prefer the schedule we had.

    The keyboard commands are editable in the game via a simple text doc. I'm not sure how editable since I've been prefectly happy with the game default, but editable. Besides, you've really really got to give up keyboard movement for mouse control. It so vastly superior I've been unable to return to CMx1 after.

    What I meant was 180 degree controls for cover arc via how CMx1 used the ctrl or shift keys in conjunction with arc command, not 180 differerent controls. I did notice that one can set it at a even 360 degree radius. Why 360 degree and no 180 degree, since 180 seems more practical for setting a direction for a turret to face.

    I think in general the command and control is good, especially with all the options they have given including the pop up command window via the space window. For myself I think I am getting it down fast for RTS play using 9 programable mouse buttons for my camera controls and for cycling through the units(next or previous). For the commands I use a Nostromo speedpad with each command given a single key. This has made it possible to control like other RTS games In my muscle memory. I feel the developers have given so many variatons available that every one should be satisfied once they discover which way works best for them.

  11. Yes Thank you! Way improved over the last demo. The game finally feels like it has the old combat mission spirit. I would encourage all who have not tried it to give it a try. Definitely worth getting now I feel, and I don’t say that about many war games. This is the version they should have released from the start IMO. Many of the things added are things from CMx1 that we fans missed.

    The biggest improvements that I noticed are the old preset camera positions allowing to always see the unit selected and much more intelligent unit behaviors and movements. The old style replay controls are welcomed back. The new action spots make placing infantry easier. These things have made the game control much easier that have made feel like a combat mission game. The mods now available make it more appealing for those who do not like desert colors such as myself. Thanks to those who have made the green landscape mods. Just wish I could get the grid mod to work with the demo. All others seem to work with it.

    I still wish they would add these good things from CMx1 in future patches such as the old cover arc graphic. Turn off the high beams! The graphic for the cover arc is currently way too over powering. Bring back the orange lines with the180 controls via the shift and ctrl keys. Perhaps someone could mod this?

  12. I agree with all of the above. I too prefer, and miss many of the "wargame" aspects from Cmx1. that made things clear. Cmx1 was as simple as a board game to follow, but with the underlying complexity the computer brings. In my opinion taking too much of a “game” out of game takes some of the simplistic beauty out of it. For example I also liked knowing for sure whether my troops were in a cover terrain or not.

    Another thing I would like is a more familiar camera control for RTS control using the mouse wheel, as opposed to the left and right mouse buttons. The Mouse wheel should control elevation, and pressing the mouse wheel button allows the camera to rotate.

    I came up with what I feel is the quintessential command and control layout for a RTS version of Combat Mission. Here is the link to it with illustrations:

    http://www.suddenstrike.com/index.php?uid=forum_message_list&uid_forum_topic=8407880&uid_forum_section=38202&offset=0&total=15

  13. Curious if these changes have been made since the last demo:

    1) Adjustable waypoints. Not sure why this would not have been in from the start.

    2) Camera views 3 or higher. I think CMx1 had it best when you could see the selected unit in all camera views. Annoying to have to select a camera view, then have to move the camera to see the unit.

    3) Covering arc graphic. Again, I think Cmx1 had it perfect with the orange lines as opposed to the way over powering graphic used now. Looks light headlights shining in your eyes set on high beams. Ruins the eye candy.

  14. For the Battlefront Developers and Community:

    Recently I came up with what I feel is a solid WW2 RTS game concept that I would Like to share with you all. I am a veteran player of both the Combat Mission series, and the Sudden Strike series, and would describe this game as a mixture of the best features of the two series. The game is based on the new Sudden Strike 3 engine for its appealing graphics, but could probably be adapted to the CMx2 engine. Different than Sudden Strike it incorporates more of a Combat Mission type game play as a pure real time strategy game. Sudden Strike always had great eye candy in my opinion, very good command and control, but lacked in the realism, and strategic depth that Combat mission has. Although Shock Force is a real time strategy game I think you will see that there are enough differences in this concept mainly in the command and control, and multiplayer aspects. These are inspired from my years as a multiplayer league player with the Sudden Strike series. Players will find the command and control fast, fluid, and very functional for real time play. Command hot keys are located on the left side of the keyboard, and the camera is mainly controlled with the mouse wheel, which is more common for RTS games compared to how Shock Force controls. Multiplayer will offer team play rather than 1v1 only. I originally posted my concept on the Sudden Strike forum. I would copy the entire post here, but it is very detailed with many illustrations. All aspects of the game are described in this link: http://www.suddenstrike.com/index.php?uid=forum_message_list&uid_forum_topic=8407880&uid_forum_section=38202&offset=0&total=15

    Here is an excerpt describing the infantry commands to give you a taste. Much larger screen shots can be seen at the link. Perhaps Battlefront, or someone will consider the concept, or some of its ideas for development of a game I think many would want to play.

    INFANTRY COMMANDS:

    The game uses the Sudden Strike layout for hot keys, but is greatly improved with many more options. Through the use of the ALT key and Ctrl key most hotkeys have multiple types of orders available. Here are my initial thoughts for commands available.

    Key / Command / +ALT Key

    Q / Move / Move to Contact

    W / Target, Line of fire tool

    E / Assault

    R / Rotate

    T / Hold fire/Hide / Ambush hide

    A / Find Cover / Enter nearest structure

    S / Artillery Strike

    D / Split squad / Rejoin Squad

    F / Fast

    G /

    Z / Special infantry

    X / Spread out / Regroup

    C / Pause

    V / Stop

    B / Sneak,Crawl

    MOVE: Infantry moves at a walking pace. This movement is slow, but conserves the most energy. When enemy is spotted it will try to continue on its order path to the location ordered to.

    MOVE TO CONTACT; Infantry moves at a walking pace. This movement is slow, but conserves the most energy. Infantry STOPS when an enemy is spotted, or is fired upon.

    TARGET/L.O.F. TOOL; (shown in the pic above with the tank) when the target command is selected a line projects from the unit to where ever the cursor is moved showing the distance, and describing what the target cursor is on. The line from the unit follows the contours of the terrain allowing the player to more easily read the dips and elevations especially where it may not be clear due to lack of visual contrast or limited camera view. It also shows where line of fire/ Line of sight is clear and where it is blocked. In the illustration shown above with the tank we see that the target cursor is on a light building that is 190 meters away. The line of fire to the house is blocked for the tank although the infantry can see it. The line breaks from red to yellow showing the spot where the tank’s line of fire is blocked. The player knows he must move the tank to the spot where the line breaks in order to have a clear shot at the building. A solid red line means line of fire is clear. Half red, half yellow shows partial line of fire is clear. A solid yellow line means line of fire is blocked. The Target/ LOF tool not only issues target command, but also gives the player more information to better read the terrain, range distance, and lines of fire.

    ASSAULT; Infantry keep moving forward to the area ordered to in an over watch method. Half the squad runs up a bit then establishes a base of fire, and then the other half does the same leapfrogging toward the enemy always maintaining a base of fire. This movement is medium paced as it involves running and stopping at intervals, but gets tiring over long distances.

    ROTATE; rotates the squad to face a desired direction. Infantry react faster to things they are facing, but are more vulnerable when hit from the side or rear. This makes flanking the enemy very effective in inflicting damage.

    HOLD FIRE/HIDE – Infantry hold their fire, keep low and quiet, and do not try to engage the enemy unless fired upon. Infantry get a stealth bonus when in this mode and are much harder to spot.

    AMBUSH HIDE; Infantry hold their fire, keep low and quiet, but will ambush by opening if the opportunity is good and the enemy is in close enough range to cause maximum damage. Infantry get a stealth bonus when in this mode and are much harder to spot. Great for hiding a bazooka guy in some woods to take out a tank!

    FIND COVER: Orders infantry to move to the nearest cover, but not to enter structures rather to move behind them.

    FIND COVER STRUCTURE: Orders infantry to move into the closest structure.

    ARTILLERY STRIKE; this order is available only for HQ’s and artillery observers. This places a marker on the map that calls in artillery for more accurate firing. You will notice there is no binocular command as the game abstraction assumes units with binoculars use them on their own. However depending on the LOS system used for the game a binocular command may be included and would be connected to this hotkey.

    SPLIT SQAUD; Splits the squad into two separate units. Splitting a squad will allow a player to spread out more, but half squads do not have the same firepower as full squads. Only squads can split. HQ’s and teams cannot.

    REJOIN SQAUD; rejoins a split squad into a single unit.

    FAST: Orders the infantry to run. This movement is the fastest, but burns the most energy. Infantry cannot run continually with out needing a rest to refresh their energy. Infantry can fire while on the run, all be it not very inaccurately.

    ARTILLERY STRIKE: This is for officers only. This places a reference point marker on the target. When artillery is selected and clicked to target the marker it is more accurate. Artillery firing blindly with no reference point is very in accurate despite the fog of war being revealed. The more experienced the officer, the more accurate the rounds are. Artillery observers are the most accurate for calling in artillery. This simulates how artillery works in reality. Some one must relay coordinates to the guns for accurate fire

    SPECIAL INFANTRY: An open slot for any special infantry types. The heal command for medics would be here.

    SPREAD OUT; tells the squad to spread out double their normal interval. Spread out squads get a fire concentration penalty, but are less likely to suffer large amounts of casualties during an artillery barrage. Squads and HQ’s can spread out. Teams cannot.

    REGROUP This brings the infantry back to their normal interval and maximizes their concentrated firepower, although they are more likely to take casualties to artillery.

    PAUSE; This gives the player the option to issue a series of commands, but the unit will not execute them until taken off pause mode. This makes coordinating attacks very easy. This game concentrates less on clicking much faster than the opponent, but more on thinking and planning coordinated attacks. The pause command allows the player to do this. A player could hit pause, issue commands to one squad to attack from one direction. Select another squad and issue similar orders. He can then release the pause for both units at the same time to have the units follow their orders simultaneously.

    STOP; orders a unit to stop canceling any previous orders.

    SNEAK/CRAWL– Orders infantry to hit the dirt and low crawl. This is very slow movement but is the safest. Infantry will tire if ordered to low crawl long distances. Infantry get a little bit of a stealth bonus when in this mode, as well as an exposure to fire bonus, but get a spotting penalty.

    *Infantry may change speed on their own depending on the situation. For example if an infantry unit was ordered to walk to some cover from being out in the open they may choose to switch to running, or crawling there instead if they were suddenly caught out in the open taking fire. The AI is expected to react as real individuals might in certain situations. If a unit is just standing out in the open and starts taking fire it will move on its own to cover, or will automatically change to the best stance for the situation. If a green unit is ordered to charge a machine gun nest through a 100 meter of no cover it just may drop to the ground and freeze. It is all part of the simulation of real battle. The randomness of chance is thrown into the game just as dice are rolled for many classic board games. Certain choices the player makes will either greaten the odds or less the odds, but luck, just like the roll of the dice can happen too to in reality.

    post-20605-141867620708_thumb.jpg

  15. Great to hear Battlefront! Look forward to seeing what improvements have been implemented. If I could make a reguest it would be to have, or include a different map in the v1.05 demo that can better demontrate how the terrain effects cover, concealment, and LOS. I feel having mainly open ground to play on in the current demo map does not show the game engines full potential especially with using the infantry. I realize open desert does not have much cover, but more terrain variety to try out would be a good selling point for me and I am sure many others. Personaly, I find having mainly open desert to be boring to look at and play on.

  16. Excellent thread! This strikes right to the heart of the matter of the terrains interaction with the units.

    I still do not have the game, as I can wait for any kinks to be worked out before I decide to get into it, so all I know is still from the demo. Thanks for testing this out as it gives hopes for all the engine can be. From what I gather tree depths are effecting LOS, which is great. My concern is are they, and the other objects on the maps effecting COVER properly?

    I do not think CMSF is a bad game, but the demo did not grab me as much as I hoped it would. One of the things I guess that turned me off from buying the game from playing the demo is the terrain, and some ther things like non-adjustable waypoints. The map offered no cover except buildings. Other than that, it was only open ground. I think it would be great if they included a different map with more various terrains in any future demo to show how different terrains effect LOS,cover, and concealment. Personaly, I am not a fan of desert warfare maps since there is usually not much terrain to work with for infantry tactics. Good to hear there can be maps made that mimic woods and other types of terrains. The different terrains, and their effects on cover and concielement was something I liked most about CMx1 and missed when I tried CMSF.

  17. I still play CMBB and CMAK. All I have experienced of CMSF is the current demo. I would rahter wait till some of the kinks and additions are made to. From the demo's I played so far it just hasn't grabed me enough to want to buy. I miss some of the good things from CMBB/CMAK that should be implemented such as:

    Adjustable waypoints

    Camera views from the lower fixed number positions. I use postion 1-3 much in CMx1 and wish I could still see the uni1t selected in those position in CMSF. These camera positions were much better in CMx1.

    Being in some kind of difinitive terrain such as woods, rough, ect.. In the demo I feel like there is no cover but houses and trenches. Feels like nothing but open ground in CMSF. Call it "gamey" if you will but to me having different terrains made it more fun and strategic.

    I found the current covering arc command graphicly to be way over powering. Bring back the orange lines with the controls of how Crtl. and Shift buttons worked way to set a max 180 degree. This is quicker than having to click two points. I almost always set my arcs with Ctrl+ or Shift+ in Cmx1.

    I liked the qaulities and icon system of the officers better in CMx1. Perhaps "gamey" but I think it adds to the fun and strategey. I like my realism, but I still like some "gamey" elements that make it a fun game.

    Still waiting to check out the next demo, till then i am content with CMx1

  18. Excellent! I plan to experiment with both the relative and direct key options to see witch is faster regular keyboard wise. For me both will set up fine with the nostromo speed pad I use (guys I highly recomend one for real time, very fast!) Got my configuration already planned. A gear for each command menu (couldn't do this with the cycle through only option). Once the muscle memmory kicks in should be lightning fast now. SPEED! SPEED! is the key if you want to be a good RTS player. Used to love running circles around my opponents when i played Sudden Strike. So much fun!

  19. They both have a rush to them, but in different ways i find. It is fun to play both since they offer very different experiences. Real time has an adreniline rush to it. its all about reacting and thinking FAST. I rember during multiplyer playing Sudden Strike on a league i would get so pumped up my heart would actually race.

    WEGO is a cliff hanger rush for me, eapecially during PBEM. Its that what's going to happen next? rush. It's like a good game of chess where you can really sit back and enjoy thinking about strategy without having to hurry your thoughts and moves.

    The best of both worlds in one package!

  20. Sounds great Battlefront. Now there should be no more complaining about the command UI with all the new options given for the hotkeys. Very glad you added a hot key now to directly access main command menus. Much better than having a cycle option only. Does the patch work with the demo? I tried to install it. Installs fine, but get an error message when it tries to open game at end of install. Almost positve I have the Battlefront version of demo. i would love to test out the new features.

    Thanks again Battlefront for considering the suggestions of your players. Another good qaulity that sets you apart from other developers.

  21. Honestly, I could work with either a key for each, or a 9 grid system, since I use a notromo programable speedpad for my controler. Curently it is a 9 grid sytem with only the option to scroll though. If it stays that way personaly would prefer a designated hotkey to access the main order menus.

    My perspective is more toward what is best for real time play if the current 9 grid system stays. In WEGO mode speed is not much of an issue.

    Either way I still think it is a great game with much potential,

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