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Cheeba

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About Cheeba

  • Birthday 01/08/1981

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  • Location
    Ireland
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    Student

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  1. You're right, the whole lot us (including the EuroGamer reviewer) must have just been imagining it all this time. That's shown us
  2. The AI in Shock Force is very heavily scripted too for that matter, you only need to check the scenario editor to see exactly the level of scripting going on there. It might branch some more, but it's still heavily pre-written.
  3. That's all well and good, but that's not what the majority of people are complaining about. The main issue is that even with the best-planned waypoints in the world, the AI is still capable of staggering stupidity, doing things that are not just impractical and inefficient, but quite often completely suicidal. And considering how widely reported it's been by quite a few experienced players, I'm not the only one getting this on a regular basis.
  4. This game uses that too. Use '/' and '*' to cycle tabs, and the relative number keys on the numpad to select orders, far as I recall.
  5. The developers have certainly stated that at least a couple of patches are on the way, one for more urgent fixes and later ones for less high-priority ones and possibly some added features. No word on a timeframe, but the first one won't be too far away. Just don't expect miracles, these things have to be tested first before they're released into the wild. Rest assured they won't forget about us
  6. Agreed, this really needs to be there. Especially with the 'creative' pathing system, you have to be pretty bloody sure that vehicles' waypoints aren't overlapping at certain points, for example. At the moment it's a minor headache trying to get all the WPs arranged properly, reselecting units to check movement paths etc.
  7. Straying off-topic a bit here, but nice work on Spoonbot, mate. Back when I was on dialup I had loads of fun playing Tribes offline with that, nicely done
  8. Quite a few RT games have time compression. It's a whole different subject from the WEGO debate, as it's related to moving through ingame actions quicker, not rewinding to view again, and hence doesn't involve storing data the way the WEGO system does. It would probably only be applicable to RT games though, as WEGO has to store all the turn data anyway. That said, I'm not sure how practical it would be to implement such a system in this engine.
  9. Exactly. An ounce of tact goes a long, long way. (and yes...my responses lacked tact, and I regret losing my temper...lately I do a lot more drafting of posts, then hitting refresh rather than post, but this one slipped by my filters.) </font>
  10. EXACTLY! And you wouldn't go around calling CC a "run of the mill C&C-clone", now would you? </font>
  11. You could make the exact same argument about Close Combat, to be fair.
  12. Yeah, just like in Close Combat! Or Ground Control! No, hang on... RTS - Real Time Strategy. I'm not sure where you're getting all that resource-gathering crap from, that's just an additional aspect that SOME RTS games have. CMx2 is a strategy game that takes place in real time, hence it's an RTS.
  13. I'm not sure how good an indicator that is exactly. I've been playing Combat Mission games since the CMBO days, and the only reason I never came here was, well, I never had any reason to, I was too busy getting stuck into playing it Anyway, good job on the game guys, I just know it's gonna keep getting better.
  14. I'd like to second this as a great idea, I could see it being a great help for all kinds of play.
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