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noxnoctum

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Posts posted by noxnoctum

  1. 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)?

  2. 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.

  3. 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.

    Montcassino_zps5e5cdb9f.jpg

    I don't know much about Monte Cassino in general. Were they assaulting up that hill specifically?

    If so wow... that's steep.

  4. 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 :)?

  5. 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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