noxnoctum
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Posts posted by noxnoctum
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Oh, I should add that our artists have been picking away at Bagration and Shock Force 2 for the last year or so. Now that Gustav Line is done (on that score) and Market Garden is nearly finished (again, speaking of artwork), the team will soon switch over full time to finish up the mountain of work both of those new theaters require.
Steve
Any chance the AT weapon rules will be changed for Market Garden (i.e. able to fire from within buildings)?
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As opposed to the current situation where (to achieve good results against good players) you have to micromanage every advance across the open to stop your troops queueing up to be shot? If anything, it would reduce the micromanagement level, especially if the TacAI could be induced to use them sensibly.
+1 to that. At least we can split up squads into small parts, but it's a ton of micro to keep sufficiently spread out... also if you tend to plot too few waypoints they tend to still clump up and go down the same path in a single file line, necessitating frequent intermittent waypoints to prevent that.
It would reduce the micro load not increase it.
This is one of the major advantages CMx1 retains over CMx2... moving infantry units up requires about a quarter of the effort.
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What will the pricing be? $35?
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The Monastery ('abbey' is so much easier to spell), for all its fame, is really rather dull looking in general outlines. You can certainly do a 'good enough' job for game purposes with modular pieces. As Steve once said long ago, we're not out to make a dedicated landscaping sim.
Oh, about the slope of the ground leading up the winding road. Behold, in all its Google Earth Glory! The slope angle almost 45 degrees.
I don't know much about Monte Cassino in general. Were they assaulting up that hill specifically?
If so wow... that's steep.
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There are any number of AMAZING maps under construction currently. I'm not making any of them, myself, so can't comment specifically. One small issue with a full Cassino/monastary map would be the sheer volume of forces needed to stock it properly. Outside of the scope of the game engine. I can imagine, considering the nature of the fighting, one or two 'master maps' being made then chopped up into several discrete battle for discrete forces with discrete objectives. A single infantry company isn't going to make it from the foot of the mountain to the monastary center on one go.
More info please ?
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Get CMFI unless you're willing to buy the 2.0 patch thing.
I still think the terrain of Italy is more fun, though CMBN has a lot more content right now.
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Yes I had to restart the campaign because I wasn't aware that it was such a factor. Now that I understand it though, I enjoy the added complexity. You cannot afford (most of the time) to be careless with your units and get a phyrric victory.
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I stumbled on this game a few days ago and man is it good. It's a fantasy turn based wargame on a hex map. Don't let the fantasy bit scare you off though, this game has some serious depth and it definitely qualifies as a pretty hardcore "wargame" even if it's with elves and orcs. To give a comparison, I find it much deeper than a game like Panzer General. On the surface it looks like something similar to Panzer General but I find that there are many small things that make the gameplay far more varied and interesting.
It's got multiplayer--with a lobby too-- (which I haven't touched yet as I don't feel ready) and a load of singleplayer content. It comes with about 11-12 campaigns of varying length. All told probably ~120 scenarios. To my surprise the singleplayer is VERY challenging too. I started off on one of the so-called "novice" campaigns and after doing fairly well in the first few scenarios got completely stomped on one that took me about 15 tries before I finally beat it.
What really appeals to me about this game is the way the combat works and the variety in the scenarios. For example, one scenario had me first defending a river crossing from a nearby forest, and then after repelling the enemy attack, having to rush all my men across and storming the enemy fort (situated on an island) while sending some units to stall a much larger enemy force coming from the north, delaying them while I secured the island. I had to sacrifice a lot of my elite units to be able to secure the objective in time before my delaying group got wiped out.
Basically it feels very much like a wargame, even with the fantasy setting. A defined "frontline" often appears in battle, and flanking, cutting off, isolating and destroying enemy units is often a key part of gameplay.
Anyways, it's free (open source), and has been in development for over a decade so it's pretty well refined by this point. It's got a big community behind it too. Check it out.
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Haha great article, thanks
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As far as you know, these changes will be added also to non 2.0 CMBN or to CMFI?
Yes this is what I'm wondering.
If someone has the time, I'd love to see a comparison before/after video.
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So was this accuracy issue resolved with the 2.01 patch? (or 1.01 for FI)
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Soviet SMG squads will be fun seeing in 1-to-1.
Any chance we will see tank riding in Bagration or will that have to wait for a later module?
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Has no one played it here? I know a few people did some AARs a while back.
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How challenging is this campaign? I'm thinking of trying it but only if it's hard :cool: I get bored otherwise sometimes.
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Ya I wasn't impressed by Walking Dead either. Granted I only watched like 2 1/2 episodes but it just seemed very soap opera-ish to me. I've heard it gets better but I just don't have much interest.
Plus the whole zombies thing is super played out atm IMO.
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So is this the German campaign in FI you guys are talking about? I'm about to buy the game and I want a challenge so this is news to my ears.
How long are each of the three campaigns?
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60 views and no one knows how the pauseable RT in multiplayer works? Cmon now.
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Sorry bit of a bump here but how much control does the scenario designer have over how the AI uses its arty?
In this case they were 60mm mortars during an Allied assault (I was defending). By the en of the battle only 1 out of 4 of the enemy mortars had fired a shot.
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EDIT: NVM I see now a different thread asking the same question .
As a bonus question, how does the "pauseable RT MP" work exactly? Does it have intermittent pauses every 30 seconds or is it more along the lines of both you and your opponent have to manually pause for it to pause?
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I've only played the demo of CMFI but from that small impression I preferred it to CMBN. I find the hedgerow combat of Normandy tiresome.
Also moveable waypoints and the armor cover arc features are a pretty big deal.
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As in do the setups in pbem then go to tcp-ip?
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Many times by scenario's end, it's barely used any of its artillery at all. If it does use it, it's very poorly.
Given how powerful a tool they are, it's a serious disadvantage for the AI. I wonder if this is an "known issue" or not?
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Steve - How about f*ck the rest - drop all of it except 2.01 and release EF1 as soon as possible! Then work on the rest of those games =D
Naw I'd rather get a more refined engine for EF1.
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Yep RO1 is more or less dead. DH still has a close to full server most times during peak hours though.
Bundle price?
in Combat Mission Fortress Italy
Posted
I can't remember how it worked for CMBN+Commonwealth but will CMFI be bundled with Gustav Line right off the bat for $10 off?