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jeep

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  • Location
    Breckenridge CO
  • Interests
    Snowboarding
  • Occupation
    Design engineer

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  1. Adding my perspective on this subject (as a long time CM player and an Oculus Rift owner)... VR support would be HUGE for the Combat Mission series. Don't believe me, here is why 1. The best games on Oculus / Vive right now are 3rd person perspective floating camera (just like CM). They are easy to navigate, no motion sickness issues, great UI, and just plain amazing in terms of how much they add to the feeling of immersion. The ability to move the camera with your head is amazing and something you have to try to understand how much it adds to the game. CM would be AMAZING. 2. Porting CM to add VR enable should be relatively straightforward. It is already a 3D rendered game (OpenGL, right?). Updating for Rift/Vive is mostly A. Tieing the camera control to head movement api B. Mapping the mouse interface to the gamepad / touch control api C. Adding stereoscopic rendering and prewarp when using VR (this is part of the 3d engine, straightforward in opengl) The min computer specs for Oculus/Vive are really powerful, so you shouldn't need to worry about performance issues. 3. There isn't that much content right now for VR, so having a quality game like CM in the Oculus store would bring a lot of new customers to the series. Very similar to the first apps in the iPhone app store.. I would happily pay full price for a VR update to any of WW2 CM series. Really seems like low hanging fruit (for the dev team) to me!
  2. If I put a blast radius on artillery (if this is even possible), it would attack every unit in that radius each attack, correct? How would it work for production/build/building damage. Would each also get attacked as well, or would it switch between units & one of the above each attack?
  3. Great scenario! I came away with German minor victory on my first play. I was able to recapture 411C, but I will say the defenders were tenacious. I finally took it by sending up a two prong attack. The first platoon came up the left side of the map, but didn't have enough men left to dislodge all the defenders (who fought effectively to the last man) and the two tanks. I sent a second platoon up the road and hit them from behind, finally taking the objective. The tanks in the center had already been taken out (2) or displaced (1) by the Paks and Marders. I found they were very effective. I only lost the marders when I tried to drive through a low bocage (hoping it was brush). He turned around and exposed himself to MG fire The other one took a sherman shell. Only complaint on the anti armor is the pak on 411c was dead meat from the beginning. Both the other Paks survived. I like how you scripted the shermans, very effective. Usually the AI just drives right into my sights and burns. These ones were tough to crack I tried a brief counter attack up the road on the right side of the map, but it took fire from both sides plus arty so that ended quickly. After seeing the enemy forces in the bocage afterwards it never would have worked anyway. One complaint is the lack of openings in the bocage. It really limited the german retreat and counterattack. The center field is the worst, since there is no way to enter/exit on the left at all. I was going to send it some troops to retake the center bocage after 411c but there was no practical way to do it. The germans need to think about their lines of retreat when setting up the defense Not sure if the americans could have realistically taken the WN objectives. Were the tanks scripted to ever move forward to support the attack? Seems like they had a lot of troops left over on the right side bocage that didn't support further attacks.
  4. I was going to increase jet speed by 50% to hopefully make them better at intercepting tac / reg bombers. Would doing this cause any issues since it would set the speed higher than the range? This also assumes that speed is one of the variables used in the interception calculation.
  5. The issue where the different players games can get out of sync. It happens to me all the time if my stupid dell crashes right after processing the turn but before I hit the save button. The other players will get 2 sets of events for the turn, since when I reload the game it has to calculate the turn again. I think it can also happen when one of the other players (not the host) thinks it sent the event file but the host doesn't receive it (corrupt file on the server or some other issue). In that case it just seems like that player starts seeing weird behavior. All sorts of strange behavior follows that..... BTW, the crashes don't seem related to the game. It is some mysterious dell problem that happens every so often.
  6. That sounds like it will be interesting to play around with I'm guessing you haven't had time to work on the PBEM sync thing, but I thought I'd ask anyway.....
  7. Since EOS development is effectively done, how about releasing the game as open source? A lot of the topics for improvement that have been discussed here could be addressed that way.
  8. Seems like a simple thing. Arty is coming in, the crew abandons the gun and runs for cover. After the smoke clears they come back and start plinking tanks again. Why can't we? Another thing.... Please fix the tank bail out command in WEGO. If you accidentally hit it there is no way to cancel the command. Lost a few tanks that way...
  9. What is the difference between 7.62 AP and 7.62 ammo? My squads are running out of MG42 ammo and want to know which one to get out of the truck. Since it comes in clips, 50 round belts, and 250 round belts how is this handled? My guys seem to be reloading a lot, how can I give them the larger belts? Finally, is there a limit to how much ammo they can carry?
  10. Yeah, I think that is exactly what is needed. You could fix the security issue by having each player put a password on your game (sent back to the host as an event on turn 1). This would be sort of like a failsafe to correct any strange issues that crop up. If the game is messed up or crashing, the host can regenerate the files (which will delete all the events from the server) and email them to the other players. They would then delete all their event files and copy the new save game in. It would also be nice to be able to go back a few turns in the game (before the bad stuff happened). Maybe this would be as simple as the host keeping autosaved game files for the last 3 turns or so?
  11. This has happened to me on a couple of PBEM games now... It seems like it your computer crashes during or right after turn processing (before it saves) the different players games can get out of sync. By "out of sync", what happens is each player sees different locations for some of their troops. If it happens enough, the game is unplayable. Is there any way to resynch these games? I'm thinking that if you could send all the data from the host to each player (instead of just event files) after this occurs you could get it back on track.
  12. Thanks, that clears it up. Can I make non-nuke missiles area effect in the editor? If so, how?
  13. When a missile strikes a group (cruise, medium range missle, etc), does it damage all units or just one at random? When it hits a city, does it do production damage + building damage + refugees + unit damage (all or random) or just a random one of the above?
  14. When you upgrade a building, I had assumed it would replace the original. Is this correct? Do you get the bonuses for the original building + the upgraded version or just the upgraded version? If it is the later there is a bug in the editor that allows you to place both the original and upgraded versions in a city (and get both bonuses).
  15. Just sent them over to your email
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