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Gnasher

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Posts posted by Gnasher

  1. Originally posted by Juergen2SS:

    Yipes.... I may just stick to designing my own CMBB and CMAK battles... its far easier.

    One of these day they will have mods for the noobs that like wargaming. Anyways it is a pretty engine though with TOW.

    I agree thought the Infantry from both sides are pretty generic as far as fighting. If your not babbysitting them, they will all die for sure. Artillery is the mother though... even when prone they get killed easy. Im sure the artillery has the same line of sight (damage) as everything else plus concussion kill range. anyways artillery is nasty against troops.

    The ToW editors are supremely powerful , you can do pretty much what you want, if you can code it.

    Only problem is they aint that easy to learn.......

  2. I can only hope that you'll like my campaign (when I get it finished! 15 missions so far.), I've used a completely different design philosophy to the stock missions. Winning tactics & strategy are a lot more fuzzy than current stock missions in that you have randomly generated opponent forces (By that I mean a random number is generated & dictates the enemy force based on a number (3-5) of options. This means there's multiple solutions & you're never sure what or where the main threat will be. I like this I think it forces you to play more tactically rather than concentrate on single solutions, with lots of saves/reloads. Here's a representative piece of code to give you the idea of what I'm talking about:-

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SetWorkArmy ( ARMY , 2 )

    set @opt = ( RND )

    if ( @opt <= 15 ) then

    ReinforcementLand ( Group , "Option1" )

    ArtSupportChangeState ( 2 , ENABLE )

    Delay ( 50 )

    CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , TANKS , 2 , NO_PANIC )

    Delay ( 50 )

    ArtSupportCall ( 2 , RECT , "Arty Rect" )

    endif

    if ( @opt <= 30 ) then

    ReinforcementLand ( Group , "Option2" )

    CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )

    MortarSupportChangeState ( 2 , ENABLE )

    Delay ( 50 )

    MortarSupportCall ( 2 , RECT , "Mortar Rect" )

    endif

    if ( @opt <= 45 ) then

    ReinforcementLand ( Group , "Option3" )

    CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )

    Delay ( 50 )

    ArtSupportCall ( 2 , RECT , "Arty Rect" )

    Delay ( 50 )

    ReinforcementLand ( Group , "Option3" )

    Delay ( 5 )

    CreateRectByObject ( RECT , "Tank Rect" , 100 , ARMY , 1 , TANKS , 2 , NO_PANIC )

    Delay ( 50 )

    RunCommand ( GROUP , "Option3" , STORM , RECT , "Tank Rect" )

    halt

    endif

    if ( @opt <= 60 ) then

    ReinforcementLand ( Group , "Option4" )

    AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )

    CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )

    Delay ( 5 )

    AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )

    endif

    if ( @opt <= 85 ) then

    ReinforcementLand ( Group , "Option5" )

    ReinforcementLand ( Group , "Option5" )

    Delay ( 5 )

    RunCommand ( GROUP , "Option5" , ATTACK , RECT , "final objective" )

    endif

    if ( @opt >= 86 ) then

    ReinforcementLand ( Group , "Option6" )

    ReinforcementLand ( Group , "Option6" )

    Delay ( 5 )

    RunCommand ( GROUP , "Option6" , STORM , RECT , "final objective" )

    Delay ( 20000 )

    endif

    </pre>

  3. I got the idea for the 6lb'er gun & jeep from a photo taken at the Hartenstein during the battle. So the answer is definately yes as the AT guns never made it as far as the bidge IIRC.

    As you can see from the aove shots there's tons of work yet to do. TBH I'm wondering if it's gonna work, either I'll overload the game engine or it will look sh!t, finding a happy balance will be the key.

  4. Firstly you need the texture files for the map, there are 2 maintex.tga (battle area) & farmaintex.tga (1km wide edge bit). These are both TGA files & need to be saved as 2048x2048 & 1024x1024 respectively.

    You can either paint your own or use a satelite image, I prefer google earth satelite images as it's less work. I use google earth & the distance tool to measure a 4km x 4km square which I cut & paste into my graphics editor (Photoshop, PSP etc). I then smudge out any text etc & any obviously modern roads to give a more 1940s feel. I then copy a 2km x 2km square from the centre & paste as a new image. This will be the maintex.tga & needs to be resized to 2048x2048 pixels smoothed etc until you have what you want. Resize the original to 1024x1024 & save as farmaintex.tga.

    Once you have these two files in place it is quite easy to then go into the map editor & add the contours, trees, objects & buildings for your new map. This bit takes the most time.

    Hope this helps get you started.

  5. Quite simply they don't! They are new original maps.

    It's quite easy really, all you need to do is copy one of the clear maps & rename the copy to the name you want for the map. Then I use touched up resized google earth screenshots for the maintex.tga (near zone) & farmaintex.tga (far zone) & the minimap.tga. These are of the real places.

    Then I go into the map editor & add contours, buildings, trees etc & after a lot of time a map emerges although the process gets quicker as you learn the tools!

  6. Originally posted by Moon:

    He just said that we're still talking to 1C about it internally to try to determine what we do, if anything.

    Please, please, please make sure "anything" means SOMETHING & not nothing!

    OK the journey so far has been a nightmare for you guys, however you have pulled through & this is a potentially a truly great game with continued development & refinement. It will, I'm sure, overtime become the IL2 of ground combat & kudos & dollars, are the rewards of those who stick with it through thick & thin (i.e. BFC).

    There is so much more to be done with this game...........

    [ May 03, 2008, 01:16 PM: Message edited by: Gnasher ]

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