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Posts posted by Petrus58
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JonS: No, I didn't mean that designers should have to make multiple versions.
Just that if designers made it clear as they do (usually these days) re AI or H2H intentions, and if message posters also made it clear at what skill level they played and if it was RT or WEGO, it could avoid some confusion. For example re whether the scenario was too long or too short.
It makes a big difference if someone is playing IRON vs VETERAN. Also, if a scenario is designed for RT, I would expect it to be harder to win in the time limit vs WEGO (and vice versa). It doesn't mean people wouldn't play a RT game as WEGO, but it would help cut down complaints that it was hard to win in the given time.
I would certainly agree that the more information which is provided by both designers and players who have completed a scenario, the better. But this will only go so far as it doesn't address the huge diversity of competency that must exist amongst players. I have read posts in which players have achieved a total victory with minimal casaulties for a scenario that I have failed at miserably. Obviously, if there is sufficient feedback (quantity and quality), it may be possible to roughly gauge the difficulty level against your own abilities/preferences, but ultimately, it is just that, a rough form of guidance, which may be completely wrong.
I find that only by looking at the briefing, map/objectives/time constraints, etc, can I roughly decide whether a scenario is beyond my abilities and/or personal preferences, but even then I may (and have) gone back to ones I didn't think I would enjoy, and did!
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Cheers for that. Not wanting to spoil it now but when you are done would you mind sending me your comments please? Are you playing H2H or against the AI? I suspect if playing against the AI one of the AI Plans - bold and daring - could result in a lot of burning wrecks But there is a sting as I think you may have found. Good luck!
George - just finished, got a rather pathetic 'tactical victory' Vs the AI. Yes, it was the sting that did for me! Up until that point I had been doing reasonably well, but got over confident and paid the price. A really enjoyable scenario. Just the size of force I like, and with plenty to keep me thinking. Thanks.
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I've nearly finished one play through as Allies. As usual an excellent and very life-like map. At first I thought I was doing ok (made a few silly mistakes, but was getting there) but there was a nasty sting in the tail for me (got a bit over confident that I had basically 'won') and it's going to be harder to win now! So basically a very enjoyable scenario. My only thought was (and trying to avoid spoilers) that there was something of a turkey shoot early on which perhaps made it a bit easier for the Allies?
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Glad to hear it - I have had to work really hard on it, too while playing. What would probably help everyone get round the argument about who's right or wrong concerning time constraints is to allow campaigns to be deconstructed. Or release the individual games. That way all us 'lesser' saps who can't cope can adjust to our liking and remake the whole deal. Incidentally, chess has time constraints as an OPTION, as does ASL and most other great games. The pressure should not come from the time element but from the tactics employed. If you have to force someone down a gameplay path, then you have failed in my book.
blow56, I'm definitely a "lesser sap", but wouldn't want to lose time contraints. I would obviously have np with designers releasing modified scenarios, but that it down to them. However, where I would part company with you is over tactics and time constraints. Yes, you are right we do need to employ the right tactics for a given set of circumstances, but surely time constraints were also a key factor in RL; take that away and you are, imo, reducing CMBN's realism factor.
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I think this might be a case - as George Bernard Shaw put it - of two countries (England and America) seperated by a common language.
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It works OK for me - i.e. no artillery. A nice alternative, thanks.
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As with everything else you have produced - wow and thanks.
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An amazing body of work - my thanks also.
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Really nice mod - thanks.
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GSX - I took Steve's post to be referring to GS, even though the discussion Wodin referred to took place at the Wargamer.
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Why is the new UI better than the old?
I have CMBO and CMBN in front of me on separate laptops.
Camera movement. CMBO shows me the whole by just using the eight little arrows on the panel. CMBN makes me wave the mouse all over the screen to get to the edges.
Unit movement. CMBO Click unit, right click, move place destination. Oh and you can right click to change your mind and move up the other side of the street. CMBN Click on unit move mouse to panel, select move, move mouse to place. Oops too far, have to take hand off mouse and press backspace etc.....
Command lines. CMBO I can quickly see who is getting way too far from who. CMBN??
Badly typed on an iPad which is why I can't easily scroll forward to remove the next 'Typed' to remove it as the text box moved up. So help on iPad UI welcome too please!
Typed
camera movement - Basic movement keyboard options: WASD & Q/E
unit movement - click on unit, hit space bar, select order, click on location.
command lines - been discussed here often. Double click on unit to show all in that unit. Easy, quick and clearly visible even on the largest map.
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This is really odd, as my 3 year old system (P4 quod 2.4, 3gb ram, Geforce GT 430) is (much) inferior to the above systems, yet this scenario loads every time within 3-4 minutes, and that's without having to drop graphic settings from 'high'.
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As ever an amazing map. Will post comments when I get time to play - thanks George.
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Hi Vein, My thanks as well - great stuff!
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Colours look spot on to me - can't wait.
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At least it isn't like in Theatre of War, I still have no idea how you set up units in that
left click and drag IIRC
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Just wanted to say a big THANK-YOU to all you modders for eveything you've posted! The Mods have already made a wonderful game even more enjoyable!
Looking forward to what you guys come up with next. Talk about jobs well done, CMBN just keeps getting better and better!
Totally agree with this - my thanks as well.
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My positive feelings have been summed up by others. Just watching a German attack develop through dense smoke was amazing; the sounds, animations, etc, by far the best I've experienced in a WW II wargame. Really looking forward to the full game.
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Isn't it much nicer to learn that important fact with beautiful explosions, than to beat an opponent using intense study of tables?
Agree entirely. Plus what's wrong or difficult about learning from experience?
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I believe Elmar´s desciption of the german view on their nazi past is correct. The germans seem to me to be very well educated on the nazi atrocities and very focused on not letting history repeat itself. But to me is seems like this is slightly less the case in some of the parts of the country that used to be East Germany. It seems to me that this is the place where most of the neo nazis occur in Germany. My impression is that are several different reasons that the nazis have more following in the east than in the west:
1. The East German regime didn´t spend quite as much time and energy on "purging" the nazi ideology as was the case in the west.
2. Eastern Germany is still haven´t caught up with the west economically. Thus, there are large areas with mass unemployment and poverty, ideal conditions for nazi recruiters.
I agree on the first part, but am not sure about your reference to neo-nazis and the former East Germany (DDR). You can find neo nazis is many parts of Europe today and beyond which were not invaded by Germany. My understanding is that in the immediate post-war years it was in the Soviet controlled East Germany where local nazis were purged, but in the West the (Western) Allies largely limited their actions to dealing with high-ranking nazis, and left most minor (ex-nazi) officials in situ. However, it is a long time since I studied this, and could be wrong.
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As some here may know, I am a rabid CM fan, and have every CM product made with the exception of the British module for CMSF. I have also purchased TOW2 Kursk with the Caen expansion for christmas and have played that a ton lately after getting fired up from the CM: BN forums. I say that TOW is great, but you can't really compare it to CM: BN. They are two different games after two different things. TOW allows you to select which round your main gun will fire, and what kind of grenades you want individual soldier to throw. The TacAI in CM does all of these things, so you can focus on where you place your troops. Now, the damage model in TOW is amazing, really, and with detailed armor hits on you can see exactly where a shell went, and what it did when it got there, beautiful. Pausing is a way of life in TOW, as it is in CMx2 playing real time, so the only thing I can say is at least CM has the option of being turn based, TOW does not. And lastly, it is a way of life to capture enemy weapons in TOW, and this is not true to real life, so it is not true to CM. There is a whole thread about it around here somewhere, but it can get you fragged by blue on blue faster then anything else in the real world. These are my thoughts, flame on...
PS - Gibsonm is right in many respects, but I disagree with is being 100% click-fest. If you want to play it like a traditional RTS you can, but if you chose to put more thought into it, it will reward you for such. And as he said, a ruskie peasant climbs into a Panther and drives off.............sounds like the start of a bad joke to me, lololol
This pretty much sums up my view on TOW2 as well. There is no way you can play it like a click-fest; if you do you'll lose very quickly. Also, although you can use captured vehicles rather too easily, there's not much point in just sticking any old Russian or German peasants in as they need the appropriate skills (driver, gunner, etc) to be of any use.
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I can excercise restraint but I doubt my opponents will.
Fair point - I was thinking of single player.
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Yes, quite true..but can you tell a scoped HMG from a squad LMG at 500-600m? You will, in CMX2 quite easily, because it will have a big MG icon over it screaming, here I am, bring on the mortars now!
True, but you as the player don't have to take advantage of things like this - just exercise restraint!
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If CMx1 command delays have been ruled out, what if there was another kind of delay option? When starting the battle players could set a limit that during a turn's planning phase you could give only N amount of commands? So if this limit was 10, you could give 10 new commands. During setup of course you could give unlimited amount of commands. So this would limit the speed at which you can change your plans, but individual changes were still done quickly.
I like this idea, though even if it is not possible, there is nothing stopping the player using house rules re command and control?
New file at the Repository: Juju's TweakedUI v1.1 (2012-03-26)
in CM Normandy Maps and Mods
Posted
Very nice Juju - thanks!