Jump to content

WillLight

Members
  • Posts

    102
  • Joined

  • Last visited

Posts posted by WillLight

  1. The level of abstraction has been reduced by an order of magnitude or more. An attempt to eliminate it completely would have your computer melting a hole in your desk. But Moore's law is our friend so it should keep getting better over time.

    Moore's law hasn't been true for quite a while now, at least not in the classic sense. Rather than faster CPUs we are getting more of them (aka cores). If a program doesn't take advantage of the parallelism then it isn't gaining the benefits of having multiple cores. And a game (as opposed to say a web server) is not a problem that lends itself very well to parallelism. Typical games follow an endless loop of render-input-decision-render-input-decision-etc. Without knowing a single thing about how CM is implemented, but being a know-it-all IT consultant ;) I would venture that changing the design to parallelise some parts of the loop isn't as easy as some might think it is. As usual I'm probably talking out of my arse, but then what else is new? :)

  2. Will you read my post more carefully before you make a dumb comment. I never called it fraud.I'm not even upset, just telling it like it is.

    Actually, I read your post carefully, here is what you wrote:

    I won't go as far as calling it fraud, but it definitely was misleading advertising. It's like having one microgram of gold in a coin,and calling it a "gold coin". Who had the brilliant idea of putting tiny tan letters on tan pages? The game itself is fine, but this sort of stuff will keep me away from future preorders and taking their word for anything.

    So, you say you won't call it fraud and then go on to compare it to an example of fraudulent behaviour and conclude that you will keep from taking their word for anything. Nice semantics there but not really convincing...

  3. I think BFC should concentrate all their effort on correctly modelling ammo vs trees, after all the next module is in even more forested areas :) I would love to watch trees splintering under fire. Maybe it can be called CM:MT (Combat Mission, Man vs Tree)

    On a more serious note, glad you're looking at it, and hopefully a compromise between dev time and realism is found. Your rest time should be almost over and us non-americans are waiting for the Commonwealth module!

  4. I wonder if the green frontier skirt will ever be accessable so we can paint it to match a sea and sky horizon. All these beach maps coming out with green background:( Its probably some low res DDS pak'd in the main resource file.

    I'm pretty sure that's moddable, JonS posted screenies of his AAR with the compass directions in the skyline. Whether or not it's worth the trouble just for a few scens is another question...

  5. Here's a great idea, if I may say so myself :) BFC implement an interface to read QB prices and report QB selections. Someone in the community implements a QB force selection "stock exchange". Now, the more people buy of something in QBs the more it gets expensive, and thus the true price, as valued by the players will emerge. You would only (optionally) connect to the exchange for head to head play so it would have no bearing (or additional complexity) for AI or for those who don't care.

    I know it's never going to happen, but to try and lure Steve into it anyway, at least it will end the headache of QB prices :)

  6. The only problem I have with tress is that they "set off" APHE and even regular AP (which doesn't have an explosive filler). The chance of setting off an APHE charge should be nearly non-existant as the resistance offered by even solid wood isn't really enough.

    AP rounds should mostly stay unaffected by trees, except if they directly hit the trunk in which case they should get a slight deflection that could possibly mess up the impact area and could even send them tumbling, greatly reducing their AP capability.

    Agreed, we've all seen that US Army "how awesome are your weapons" video where they shoot .30 cal from a Garand right through a fairly thick tree. Tank AP should go through almost unperturbed, at most a deflection but definitely no stoppage.

  7. We are definitely working on the force picking logic. Especially for Tiny battles. We thought we had the AT Gun obsession put to rest, but apparently there is still some condition where it comes roaring back into action. Trust me, it was much worse before :D

    So what are the other issues that seem to be coming up too much? We will take a look into them and see what we see. So far I've noted here:

    1. Rain

    2. Not random enough with map choices

    Others?

    Steve

    Hi Steve,

    see a couple of threads down a discussion about Mixed versus the old "Balanced" resulting in getting even large-ish forces with only armour or only infantry.

  8. As to the original question of the post, I suspect that it is doable even with the new realistic TOE constraints to achieve the same "balanced" force type as was available in CMx1. Basically as I understand it, what we have now are CONSTRAINTS, so mix basically doesn't constrain you in any way, while inf only or arm only constrains the picking. So the easiest way to hit the target (and good computer search algorithms usually find the easy way) is to whittle down a large formation until it is within the constraints (of points, rarity and force mix). In order to achieve "balanced" the QB AI picker needs a GOAL rather than a constraint so that it whittles down an infantry battalion (for example) until it has "room" under the constraints to then add, say, an armoured platoon to the infantry company left from the whittling.

    Of course, although I'm a computer programmer, I'm not THE computer programmer :) so I could be talking out of my arse, so take it all with a grain of salt, but I believe there is nothing here that is fundamentally unachievable with the new force structures, just maybe requiring some more programming.

  9. This can be done, by chosing the larger force and removing many of the units from it to free up points. Then add single units or a larger group, then go through them deleting units untill you get your points. Just watch who your assigning individual units too, i believe a yellow arrow in the purchased list signifies which HQ unit they will be attached too. The only downside to this, i don't think you can get rid of the highest HQ ie battalion.

    steve

    Just wanted to point out that you CAN get rid of the highest HQ as long as it doesn't have any units under it. For example, pick an inf battalion, then get rid of EVERYTHING except for one infantry platoon, say Pl 1 of Company A. As soon as there is nothing left besides that company, you can get rid of Btn HQ and as soon as there is nothing left but that platoon, you can get rid of Coy HQ. However, if for whatever reason you keep Btn HQ you can't get rid of Coy HQ even if you only have the one platoon there as Coy HQ is the link between Pl HQ and Btn HQ. Hope I've made sense...

  10. I've noticed in the third Raff Campaign mission that some tank crews that abandon a destroyed tank seem to be more tenacious under fire than most of the infantry (the germans). If a tank has high motivation, does that carry over even once the tank is destroyed and the crew is on foot? It seems to me that they should have far lower motivation now, otherwise there is this absurd situation where the tank crews are more motivated as infantry men than the infantry.

  11. How else can you be sure you're having fun? :) But seriously the numbers don't matter. What IMO the OP has a point about is that some things can be cheaper but overall provide less value, and even if CMx2 was $200 bucks but you ended up playing and enjoying it for 5 years (hell there are CMx1 players who are STILL playing, just look at the boards for CMx2 :)), then you've more than gotten your money's worth.

×
×
  • Create New...