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JOGR

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Posts posted by JOGR

  1. Well I figured it out. After finding out about MajorH view on messy DRM copy protections, I decided to give it a try and support him. Boy was that a good decision :)

    TacOps is unusually easy to get into and the tactical AI is way better then I expected. I started out with Team Savage and had to try it three times before winning. I didn't do the tut (yet) but I'm no wargaming n00b either. Hot damn the M1A1 kicks butt in this sim. At least until OPFOR flanked me with ATGM units *DOH*

    Overall, great wargame! I salute you MajorH.

  2. I rate it as one of the best for wargames when it comes to attacking (most scenarios have you on the defense and the programmed opponent attacking).

    However, it is not a self-adjusting AI and it can only play the premade scenarios, or specific variations of it.

    Hey Redwolf. Care to elaborate a little regarding the AI? Is it similar to CM:SF with a preplanned scheme, but with tactical AI adjusting to changing battlefield conditions?

    I feel like digging into a some old school 2D tactical wargame and I figured purchasing TacOps 4 would be a good idea. I wonder though, what can be expected for single player scenarios?

    Can you set up any kind of forces and pit them together?

    Can you specify objectives for the AI (like capture and hold)?

    Some insight would be much appreciated.

    Best regards.

  3. Actually I normally open a QB map in the editor and select both red and blue forces (thus balancing it) and then play it from both sides and adjusting accordingly. Funny thing is, even if I only use one AI plan the battles play differently each time. TacAI in 1.08 is more aggressive and flexible. Not so frustratingly passive anymore.

  4. Originally posted by Moon:

    jomni, you can stick basically any map from the Scenarios folder into the QB folder to make it available as a map for QB selection. Sometimes it might be good to edit the map a little.

    Martin

    Wow really? I didn't think those battle plans was compatible with QB. In what way do they need editing (if necessary)?

    Thanks for the tip Mishga!

    This flexibility is what made the CM series so good in the first place. Once I had some free time I preferred a quick random fight before digging into lengthy campaigns. Looks like it will be possible once again :D

    I'm also really eager to see those QB improvements in upcoming releases. CM don't really got any competition in the 3D wargaming genre IMO. I few come close, such as Matrix Panzer Command but it's nothing compared to CMx2 potential.

  5. Originally posted by aka_tom_w:

    what game is that with the Hollywood Spectacular explosion?

    It’s my own large-scale battles done with CryEngine 2 aka Crysis. Love this engine, infantry A.I. and physics. Some great firefights are to be had (action oriented) and with a few supporting vehicles things sometimes get hairy :D
  6. Originally posted by Elmar Bijlsma:

    England is famous for fog. Syria... not so much. Hence I suppose there is no fog in CMSF.

    But haze is most definitely in. It's included in some scenarios but since I couldn't name them from the top of my head I suggest you fire a random scenario in the editor and change the environment conditions to haze or heavy/thick haze. Or selected haze in the QB generator.

    PS

    Could you reduce your images to a more forum friendly 800x600 by any chance? Thanks.

    I have done that, but in the editor. I mostly create my own scenarios and don’t touch QB much. Still no haze effect though. Thanks anyway.
  7. Originally posted by Elmar Bijlsma:

    Didn't 1.05 (or 1.04?) bring in the feature that the squad members with no LOF would move forwards/fan out so as to engage the enemy that his buddies are engaging?

    Not what you are asking for, but perhaps better, as it's less fiddly. There comes a point where you should not give the human player more balls then he can juggle.

    Hmm.. now when you mention it. I might have noticed this. At least on buildings they move to firing positions nicely :D
  8. Originally posted by Melnibone:

    Haze is in the game - certainly on my nvidia based system - what graphics card are you using?

    Really? Screenshot?

    7950GTX Go 512DDR3 + latest drivers and XP

    No problems rendering fog in other titles :D

    battle03vi0.jpg

    battle08ys3.jpg

    [ January 16, 2008, 01:27 PM: Message edited by: JOGR ]

  9. Is it just my system or is fog not graphically represented? Fog is such a basic and non-demanding effect to render but would definitely add to the sense of depth. If rendering fog or haze would be a problem regarding overhead views it could be short key toggled just like any other rendering feature.

    No?

  10. No doubt neat visual effects like this is improving immersion. Great job!

    Large night battles with lots of burning vehicles, smoke everywhere, flashes from explosions and tracers flying about. CM:SF could easily run for "Best looking wargame 2008" (wargame as in realistic detailed tactical simulation that is). I just wish for a great soundmod to make this baby sound more intense. If nothing happens soon I will start working on one myself :D

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