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Thork

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Posts posted by Thork

  1. After playing the new Uberpatch for some time and seeing that an addon is allready in the works here are my suggestions so faar. (may edit)

    to fix list:

    - blind guided AI support fire (artillery) -> AI support fire on spotted enemys

    - fix movement and fire along walls and "placeables"

    - fix behaviour of AT guns while no-movement is applyed (see reaction/fire area)

    - look at JSH mod for additional gameplay fixes

    wish list:

    - additional "placeables" for mission/map design

    -> enterable buildings (coming)

    -> more entranchements and objects/cover (for infantery)

    - (CC like) dynamic campaign

    -> draw and surrender (flee) battle results +mission editor options

    -> strategic map with next mission selection (depending on strategic situation)

    -> less choice in choosing equipment (choose and upgrade)

    - more multiplayer options

    -> 2+ player (coop/vs/dynamic) campaign

    -> WiC (World in Conflict) -like playstyle (reinforcements depending on success)

    - more buttons/commands:

    -> sort by skill in unit management (arange and sort soldiers by best positions - best/most expensive units first)

    -> set fire area (units without turrets will turn to enemys)

    -> set reaction area (units will ignore no-fire/no-movement commands to react to enemys moving into the area)

    -> abandon button on experience unit management screen

    -> move to hull down position

    -> entranche tank/gun by crew/infantry (animation)

    - more options on deployment:

    -> check line of fire

    -> change stance, fire area, reaction area and behaviour

    - better strategic/tactical AI for skirmish battles and "out of orders" situation

    - improve skill system and career path (influence on gameplay, additional skills (bind skills to special weapon like. f.ex. Panzerfaust etc. ...)

    edit:

    - follow up commands like no-move

    - bigger maps (double size)

    - anti-artillery fire (support)

    - mortar units

    - smoke shells

    [ April 23, 2008, 01:25 PM: Message edited by: Thork ]

  2. I got the German Kalypso version working with the battlefront e-license Uberpatch and some dlls...

    I finally got fun playing now even so I don't know if it's completely legal...

    I just got tired of waiting...

  3. Originally posted by gundolf:

    Not really. The game is supposed to be a tactical simulation. Taking care of casualties on the battlefield would not affect the outcome anyways. The medic skin is a bit of eye candy that helps ppl recognize the HQ squad. He operates a weapon like anyone else.

    Not really.

    Maybe medics don't fit into this kind of game (even so I think they could in some way) but afaik they were in use during development until they decided to changed ToW from a more arcade like game into a tactical simulatin.

    So it's no eye candy to recognize the HQ squad but remains from development they didn't remove (removing would've been better).

  4. I think we are allowed to talk about other games as long as there is no advertisement...

    For me, CoH was fun for about 2 days... It's a nice little arcade game but ToW is pretty different as it's a tactical simulation...

    Another big difference is the campaign. IIrc CoH got pretty much just a series of szenarios.

    ToW got individual soldiers and their experience carried over (even if that's not quite as good as I it could be).

    I'd say just play the Uberdemo to see if you're interested in ToW ;)

  5. Originally posted by Dark Tzu:

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

    bloody tipical just cancelled kalypso version

    lol, me too!

    But sometimes a customer needs to take such action to get a result from companies. Nice to see they finally acted.

    Now I will go to the local store and see about buying it. </font>

  6. I definitely could imagine a complex strategic game like HoI2 mix up with a tactical simulation like ToW...

    I imagine that you could just pick a fight on the strategic map and you'd get a small scale battle representation taking into account some data like unit mixture/ratio...

    Or pick a unit you'd like to command throughout the whole compaign...

    Anyway, tactical battle results could barely affect the strategic battle results if you got >divisional size strat. battles...

    But for now lets stay with a CC like campaign :D

  7. I don't really know Panzer Command but...

    1. the map size is 2kmĀ² - even a little too small I think...

    Max Units are limited - don't know the correct number but It's manageable if you pause a lot... Anyway It's a lot of micromanagement which I like...

    2. I don't have the Uberpatch yet... but It should be pretty simple depending on some given parameters/options...

    Results should be fine as far as I've read.

    3. It's pretty simple to tell every soldiers unit, role, name, leader... but you still need a lot of micromanagement because you need to give orders to individual soldiers at many occasions.

    Still you won't get stressed "in the heat of battle" if you just use the pause...

    I think many ppl complaint because of micromanagement because they don't use pause as much as necessary.

    Anyway, I like it ;)

  8. @Moon:

    Will you allready change the publisher for the AddOn ?

    If not, is there a way I could exchange my Kalypso version for a Battlefront e-version?

    I support Battlefront and 1C but my money is limited and I don't see why I should buy another version just because of the crappy Kalypso support...

    Not that I couldn't wait - but I don't see that It'll get better and I plan on staying with ToW for some time...

  9. I completely agree with Luger...

    He mentioned most important things that need change.

    Fix/add that and we got a great game.

    @crazyman56:

    I allways thought (and read) ToW was inspired by CC (And I allready felt that the first time I played it)... So why not try to at least get to the same level...

    I for one don't really see "perks" in ToW that are missing in CC (besides of nice 3D Gfx) but I still see a lot of "downsides" that could be fixed...

    Anyway - I trust in 1C to do a good job with the addon as they did with the uberpatch.

    (Which I still can't play thanx to Kalypso :rolleyes: )

    At least they allready mentioned that a CC style campaign and other requests will be added...

  10. I havent really looked at this yet but how about using this to mod a dynamic campaign?

    Looking at campaign.xml files you can specify different follow-up missions depending on mission success/failure...

    Why not just add some smaller, easier missions in between the main ones that only get called if the player fails.

    One would then just implement and adapt surrender events/triggers to every mission for both the player and the KI.

    The Player could use these easier missions to regain strength (experience) and could still be able to successfully continue his main campaign.

    Using the existing campaigns, the new map-editor and surrender events this could be a pretty simple task?!

  11. I'd more like to have ToW1 finished.

    Even if it takes a few more (pay-)addons...

    Indirect fire. Some new animations/units. Bigger Maps and a dynamic campaign should all be possible on the current engine and would make this game into a classic!

    Im not really sure esp. about the indirect fire.... Maybe Sneaksie or smbdy else could enlighten us.

    [ January 16, 2008, 05:23 AM: Message edited by: Thork ]

  12. I keep trying to play the demo but got real problems with the controls.

    It's a pain in the a** that you can't view the key bindings while playing (or am I missing something?)

    Besides I still can't figure out when and how my commands are executed and why some other things don't work out.

    F.ex. why I have to change back to another position when playing driver just to keep the motor going....

    Maybe it just takes some time to get used to it but this game is really very confusing...

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