Jump to content

Cid250

Members
  • Posts

    257
  • Joined

  • Last visited

Posts posted by Cid250

  1. I would honestly just rather go back to the system in the original Combat Mission games. I don't know how this one was supposed to be better.

    Is not better... it's worse.

    CMx1 will keep as far superior to the CMx2 WWII in QB flexibility.

    I will stick with my CMx1, for sure. QBs have infinite posibilities in CMx1, i doesn't feel the need to buy a product that it's basically a "downgrade" in gameplay features with nice graphics.

    Out there... the reality today is that the overwhelming majority of tournament's web pages, currently used CMx1 ... and this will continue in the future for their re-playability.

  2. Two or more players in the same side, was one of the ideas discussed for this new engine...

    The lack of this feature makes this realtime oriented game much less appealing than the earlier CMBB and CMAK, designed only with the excellent WEGO turns in mind.

    You can't handle a big amount of units in real time with enought quality in the command detail with CMSF (in real time Player vs Player)... more players with less units under his command responsability, (may be) will improve the overall situation of gameplay. Actually it's a pause/click festival concentrated in the most active engagements, it's much better the pre-stablished 1 minute pause when you face a big scenario with many troops to handle.

    What is the current status of cooperative gameplay?.

  3. I don't know if I can find my CMBB disk these days. It's been a loooonnggg time.

    Buy a new one! :) it's a superb product 100% better than CMSF.

    CMBB is the best game done ever by Battlefront, and CMC is the perfect chance to buy more CMBBs.

    I will love to see an all-included edition: CMC+CMBB even if it cost more than buy both as separate products.

    It's also a good chance to include all the Patch of CMBB in the original installer... because is a pain to download the patches when you reinstall the game from the old CD.

  4. How many players can play online, in this first release?

    It's WEGO and PBEM included in CMC's operational level?.

    It's possible to send the CMBB's setups, of several battles happening in a single CMC's turn, to different players and wait for the results to continue the turn in CMC?. (by TCPIP or PBEM)

    Those three questions are a MUST for the FAQ.

  5. Originally posted by Molotov Cocktail:

    </font><blockquote>quote:</font><hr />Originally posted by RommL:

    While looking at the period of cmsf (three months of fight) I thought about an idea for the CMx2.

    the French campaign May June 40...

    I think that this campaign may involve a lot of players. ;)

    Maybe not so commercially viable, there are no U.S troops for American players </font>
  6. Will be minor countries forgotten?...

    Finnish, Romanian, Hungarian, etc... are very important for a complete russian front.

    And will be possible to integrate every single module launched to build battles with troops of two separate modules?. For example: You buy German-Russian Pack, and The Pacific Pack, will you be able to build a Russian-Japanese scenario?.

    I guess that CMx1 will keep as the best and most complete wargame over any CMx2.

    [ March 04, 2008, 12:02 PM: Message edited by: Cid250 ]

  7. Originally posted by Darkmath:

    And I can hardly understand how lack of TCP/IP WEGO is a kind of flawed engine than a design decision.

    No human player over TCP/IP WEGO = No game for me... And i'm not the only one. In the main comunity of my country, almost nobody plays CMSF even after 1.06, and that's due to the lack of TCP/IP WEGO... CMx1 has still 99% of the share for online gamers over CMx2. But that's only in my entire European country... Doesn't know if in other Countries have the same poor ratio of Online play Player vs Player.

    To play against a computer is plain boring as hell... you can pawn the computer in 1.06 in the most difficult battles and a dual core CPU will never be superior on imagination and resources to an Expertice Human.

  8. Originally posted by slug88:

    The difference being?

    To name a few...

    No chances of run it over TCP/IP.

    No chances of save it in a TCP/IP session.

    Poor Tactical-AI constraints, due to the CPU time contraints of a forced Realtime frame when you play as WeGo.

  9. Vista sucks, from the design of the box onwards...

    http://windowshelp.microsoft.com/Windows/en-US/help/2e680b8d-211e-41c5-a0bf-9ccc6d7e62a21033.mspx

    90% of the customers doesn't know how to open the box properly... without the flying manual 'bug', or the drop DVD issue.

    Seriously... try a free virtual machine running XP, if you can't return your Vista crap to the shop.

    To develop for Vista is a pain in the ass, and a waste of time for a system that will be bypassed as soon as Windows 7 becomes the official replace.

    If you own an XP... stick with it, since ServicePack3 is enougth updated to be valid (and with support) until Windows 7 becomes finished.

  10. Originally posted by GSX:

    </font><blockquote>quote:</font><hr />Originally posted by Steiner14:

    @Steve/Battlefront,

    i think Cid250 makes some very good points about the negative impact of RT on WEGO. You know, WEGO-players want the best possible AI and the highest possible realism.

    I understand perfectly, that it is impossible to implement things for WEGO-only, since the engine is RT.

    So my idea is the following: could it be a solution, to make a kind of "maximum AI and LOS/LOF" mode, that is optional for the engine itself?

    That way, WEGO players would get the highest possible realism with the best Tac- and Strat-AIs possible AND RT-players could use that, too, if they can accept the slowdowns or hickups.

    In essence isnt WEGO simply an RT pause that enables you to send an email? Camera minute aside, is WEGO simply this?

    A minute is a long time to leave you guys without any orders as I have seen when testing WEGO Vs RT. When playing the same scenario with both I get much better results in RT as I can pause the RT but of course not have to leave my forces to their own devices for a minute.

    Example of this is a Stryker drives up a slope and spots a T-72 on the far hill. In RT, I can pause, order it to reverse and it usually will. In WEGO it gets to the top, dithers around, tries to engage with its puny MG and then its fate is in the lap of the Gods. The AI should slam that baby into reverese surely?

    Anyway, if WEGO is a giant pause, why not just have pausable RT with a 1 minute rewind facility? I'm not even sure that this is possible, just thinking of a way around some of the RT to WEGO difficulties. </font>

  11. Steve... "fork()" is a unix function to spawn a second process, so i only mean "two branchs of development".

    WeGo will work better with different rules... for example, the delay in action, when orders are too much complex.

    Even with Good coding discipline, there isn't any good Real Time game in the industry, with rich AI solutions. I mean... that AI is really dumb in RealTime.

    I see a great advantage in the WeGO, due to the more relaxed restrictions in CPU time. Why not to take advantage og it in the WeGo design of TacticalAI?. Yo can include even a much improved LOS algorithm, for example... even better than the one that you will include in the next pach. Because Real Time leads always to a constant shortage of CPU time.

  12. Sounds better than the comments posted several months ago about the same issue, but...

    Will you "fork()", the development?.

    WEGO has "less" time constraints to the Tactical AI use of CPU. Any plan to take advantage of CPU time in the WEGO branch of development?.

    As a side note, for a WEGO player, the TCP/IP option is much better, even if upload times are long... because the WEGO nature, allow you to take advantage of the planified pauses... because if you finish your move first you can spend your extra time to read a book, go for a beer, coffe, write an e-mail, etc... Something that can be felt as very disturbing in a RealTime pause of your opponent, because time is organized as mandatory "continuous action" input from the player.

    The idea of Saving the whole engagement in one file... is quite good... even if it takes Gigabytes of Hard Disk, it's a desired feature for many players.

  13. Originally posted by KiloIndiaAlpha:

    When is it planned to develop and release a WW2 version of CM2?

    Thanks

    Mike

    Version 1.0 Beta is already out... It's called "Theatre of War".

    It's a Real Time Strategic Game based on WWII, with accurate ballistics and such. You know... mouse click festival, or constant pause disruption when playing online with a human, due to being released without true WEGO support over TCP/IP.

    Tiny battles are perfect for good gameplay in real time, but you can not expect much more gameplay diversity.

  14. Originally posted by The Louch:

    The only positive way I can look at it, is that they scrapped the original CMx1 based engine in favor of making CMC work with CMx2 ... although that's quite a long shot.

    Positive?

    CMx2 SUCKS!!!

    It's a real time engine, where big battles are a pain in the ass.

    His WEGO support is nothing more than a realtime version with automatic pause. Lots of WEGO features were thrown out the window with CMx2 design.

    CMC is a game that fits well with CMx1... where you can have a true big battle, and lots of weapon's diversity of many countries... Finland, Hungary, Romany, Italy, Russia, Germany.

    And lots of weapons, and infantry classes, already modeled and working.

    Any CMx2 game centered in WWII era, will lack the diversity of units and countries of CMx1, just because the 3D modeling of all of them with all those levels of details, is not possible by a small staff.

    Tiny battles, with tiny units, in real time?. Is sad, but true, that CMC big size battles just doesn't fit well in the CMx2 design of things.

    CMx2 based on WWII, is not much better than a Theatre of War edition... Tactical AI sucks in real time designs. a Core WEGO design can be much better with Tactical AI, since WEGO has no time constraints to the Tactical AI use of CPU.

    WEGO = good results

    Real time = crap Tactical AI

    [ January 27, 2008, 03:38 AM: Message edited by: Cid250 ]

  15. Originally posted by H.W. Guderian:

    </font><blockquote>quote:</font><hr />Originally posted by GSX:

    CM-WW2

    Just a suggestion.

    Forget WEGO and PBEM. It clearly doesnt work that well and if the game was designed for RT concentrate on this solely.

    [snip]

    Also if you designed the game around RT dont hobble it to accomodate WEGO [nor try to have a bastardised WEGO just for the sake of it].

    :rolleyes:

    How bout this equally (in)valid, selfish, and flippant suggestion?

    Forget RT and concentrate on WEGO and everything else that made the CMX1 series such a joy and success?

    Just a suggestion. :D </font>

  16. Originally posted by HARI SELDON:

    Why make it Vista compatible?

    For the simple reason that most new pc's come with it and Battlefront wants to maximize their sales.

    I live in Europe, and i doesn't know what is your experience... but here the computer shops are plenty of "Vista" computers returned to the shop... to downgrade it to XP in exchange.

    The people here installs XP or Ubuntu with new computers... less than 2% of the Vista customers, keeps vista without formating it to downgrade... or installing linux.

    Vista has no future at all... shops don't sell Vista here right now, because the stock was returned. Is a pain in the ass for the shops to explain why his main enterprise software doesn't run on Vista... Lots of enterprises has expensive self developed software that doesn't run on Vista.

    Wait for Windows 7... and keep with the stable XP, or migrate to a powerful and cheap Linux. You can run more Windows-based software in Linux, than in Vista right now.

  17. Originally posted by GSX:

    I dont like thew way WEGO plays, I dont like the scale for RT either. I cant be arsed with hotkeys, I mean what game uses so many and what RT game has such a dire interface, no true RT fan is going to fall all over themselves for this one.

    WEGO is the main fault with CMx2...

    I will not buy any new game from Battlefront, until they return to the nice WEGO paradigm used in CMx1 as "core" of the engine. The realtime implementation of WEGO in CMx2 really sucks.

×
×
  • Create New...