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A Canadian Cat

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Posts posted by A Canadian Cat

  1. It's a PBEM from my opponent. Can I turn that into a saved game file?

    Yes. Once you open it and have watched the turn press the red button of doom to get to the command phase and then use the Menu | Save command to save it (actually I am pretty sure you can save it during play back too). That will create a bts file in your Saved Games folder.

    That saved .bts file will still need a password to open it so be careful how public you make your pw.

    Warning the turn number will be incremented by this (see the recent thread on this issue: http://www.battlefront.com/community/showthread.php?t=100794). Incrementing the number is mostly harmless but could confuse your opponent - I know it has confused me in the past.

  2. Even thought the extension will be different, the save/go will increment up one number, regardless.

    For example, "KenvsGaJ001" is the file just opened. If I hit "save" the default name will be "KenvsGaJ002" for the just created bts file. If, after saving, I'm ready to execute the game, and I hit "go" the default name will be "KenvsGaJ003" for the just made ema file.

    <snip>

    Keeping the _save suffix will help avoid this confusion.

    Agreed. Just for the sake of summing up here is what I do:

    1. Issue the save command - it will increment the number as you mention KenvsGaJ002
    2. add _saved to the end and let it save
    3. then, later, when you press the red button to actually go it will add 001 to the end KenvsGaJ002_saved 001
    4. all I do is back space away the _saved 001
    5. sleep well at night knowing that your .ema file will have the correct number at the end:)

  3. My turn manager (Whose Turn Is It? - a WIP) only looks at the incoming and outgoing directories and handles .ema files. I have not considered poking around in the save directory. It would be a bit different in there because the file will not, necessarily, conform to the <battle name> <number>.<ext> pattern. But you could probably make it work. I would just be nervous about deleting files that start with <battle name>.

    As long as no one used names that were too simple it would probably be safe. Perhaps if the tool warned you when a battle name was too simple. For example the tool would display a warning if the name did not include your name, your opponent's name and some other text. Would that be enough to prevent accidents?

    Specifically I was thinking that if you were playing a scenario H2H at the same time as you were playing on against the AI you could easily end up with two battles with the same name if you just took the default name. Of course that means the player them selves would have trouble differentiating the saved games too so perhaps my worry is moot.

  4. I guess it means that from H2HH perspective, you don't have to use the _save_ extension! It implies we could just save it with the incremented file number that CMBN gives it, and it will go into the "Saved" folder. Next time you load it and it will increment again: that shouldn't be a problem, and when you generate the outgoing, it will end up in the right place and be processed!

    I do add some kind of a _saved marker to mine because of one thing: incoming and saved folder contents show up in the saved game list. So if you have "GAJ vs Ian 002_saved" and "GAJ vs Ian 003" you can tell what is what but without the _saved you might get confused (OK *I* might get confused:-). Plus, the saved game will always be the first one in the list so once we get to turn 20 you still have "GAJ vs Ian 002" first in the list. Again I might get confused:)

    So, I always follow a variation of the method you first suggested.

  5. <snip>For some reason Kangaroo sorta works, but I would roll on the ground laughing if a someone with British accent yelled at me to (Get in the beaver!)

    ROFLMAO that totally explains why not to call it a beaver - thanks. I suppose at least a Kangaroo can move pretty fast.

  6. Ok heres a new screenshot. On the other side of these trees are the new units you guys will want to see.

    Damn, I knew someday I would regret giving up on that "see through the trees" image processing algorithm I was working on. :D

    Sixx, take a screenshot of that coolness so that the trees are off and post the pic here again when you are allowed to do that! Meanwhile we can try to quess what it is.

    +1 to what beatmasta said.

    I'm going to guess a Kangaroo APC (http://en.wikipedia.org/wiki/Kangaroo_%28armoured_personnel_carrier%29). Which is a Canadian invention. I have no idea why they called it a Kangaroo - should have called it a Beaver instead:rolleyes:

  7. One man's reasonable is another man's "WTF?!" <snip> Ideally, the portion of points allotted to each category could be adjustable.

    While that is true sometimes you get WTF I much prefer this system. Too many times in the CM1x games I would almost get a force I was happy with but I could not get three tanks I could only afford 2 3/4 but I had points left over for infantry and could easily have covered the third tank but the system would not let me do it. My friends and I switched to playing without force restrictions after that because I could not stand it. No one ever did crazy stuff so we were happy.

  8. I understand what you're trying to do, but I don't understand why you're trying to do it.

    The tank platoon is under your orders. You're the player. Would a tank platoon, attached to a rifle company, behave differently when you're playing than a tank platoon subordinated to a rifle company would?

    You are the command structure.

    That leaves communications. IRL the tank/infantry communications problems were vast, manifold, and never reliably solved. Do you want something that didn't exist?

    Am I missing some aspect of this problem, gameplay wise?

    OK well argued - it could very well be that what I want is not reasonable at all.

    Here is why I cared - communications / morale. I wanted the company commander to be able to receive intelligence reports from the tank platoon and for the company commander to be able to offer support to the tank platoon. As we all know troops perform better and rally faster if they are in CC.

    So, from what you are saying the infantry to tank communication was not well solved and therefore the company commander would have trouble getting intelligence from the tanks IRL.

    Which just leaves the morale factor. Will my attached tank platoon be in radio communications with its off board tank company anyway and therefore behave as if it was under CC (baring radio problems of course).

  9. One additional question then: if I am running a UI mod I suspect that it could interfere with the "reading" routine if the words were changed significantly.

    I downloaded the tool and I see in the read me you answer my additional question: Correct don't use UI mods for this to work.

    I looked up UWS now that is a cool tool! I can see that people use this tool for testing UIs and web sites but you have gone and made use of that same technology and created a useful tool form it. Excellent!

    Your read me also states that you wrote the script at a screen res of 1024x768 and that you do not guarantee it will work at other resolutions. I strongly suspect that we will find that we *must* run this at the same resolution as you. I'll have to try it out to be sure but that is my experience using these kinds of tools for testing.

  10. >ian.leslie,

    This tool does not hook from CM. How to get words is an image comparison method by using UWSC.exe.

    This tool has many image files for word, such as "Sherman" or "Squad", and some font character image files.

    The image file are compared to CM screen. If CM screen has an image of the image file, this tool writes something word or character.

    Very clever!

    So now I see how you are "reading" the screen. However I am still curious though - your script seems to be driving the UI by selecting units one after another. Is that true or do I have to manually select each unit with the script running?

    One additional question then: if I am running a UI mod I suspect that it could interfere with the "reading" routine if the words were changed significantly.

  11. With option 2 wouldn't the single tanks fall under the direct command of the infantry battalion HQ?

    When attaching individual units you can select where they report. So if I select the company HQ they would report to the company. If I select one of the platoon HQs then they would report to that platoon. You get to pick which HQ they report to.

    What I wanted to do was attach a platoon of tanks, with their own platoon HQ, to the company HQ.

  12. That is what I figured. So, that leaves the second half of the issue would it be a good feature to be able to attach units in this manner? Let me rephrase that - is it a reasonable / realistic request? I realize that units often operate on the battle field cooperatively like this but should we be able to tweak CC structure of the units or would that just not be done in real life.

  13. I just accepted a challenge for a huge QB. Yes, I am crazy - it took me about two hours to pick forces, come up with a plan of attack and set up everyone with initial orders. Yikes - it will be fun as things unfold.

    While purchasing units I realized either I do not understand something or it is impossible. I have come to ask which. For the sake of argument, and to not reveal my true force selection, here are is an example of something I might like to do:

    For a company + sized battle I might want to choose an infantry company and attach a platoon of tanks to it. So far all I can do is either:

    1. Select the infantry battalion and strip it down to just the company and pick a tank battalion and strip it down to just the platoon.
    2. Select the infantry battalion and strip it down to just the company and attach a bunch of single tanks to the company.

    The trouble with one is the tank platoon does not report to the company so I have two independent CC structures when I really just want one.

    The trouble with two is I end up with a bunch of tanks that do not have a platoon leader.

    What I want is the company to have its regular three infantry platoons, its heavy weapons platoon and an added fifth platoon of tanks. With the tank platoon HQ reporting to the company commander.

    Am I missing some way of getting what I want? Is what I want unrealistic from a CC perspective? It is possible that I am asking for an unreasonable CC structure. I have been unreasonable before - just a few times.;)

  14. Hi, how do I make the camera actually view straight down though? Is view camera level six in the controls someplace?

    <snip>

    You can use the right mouse click and drag to change the camera angle to straight down your self. Then you can use the mouse scroll wheel to move the camera up and down to see more or less of the map.

    Or

    You can press the 7 key (the one above the y and u keys - not the number pad 7) and then use the mouse scroll wheel to move the camera higher to see the whole map.

  15. Agreed I am impressed. On top of that I see that you are driving the game UI which is even more impressive. I would really like to learn how you are doing that. What kind of a script are you running and how are you reading the screen information?

    Does the tool extract each squad's casualty break down as well as its combat victories?

  16. <snip>I've seen casualties to each and every position in the tanks I've had blown up. You don't see 'crew hit' text when your opponents tanks take hits, but you will, if you look carefully, little 'red cross' icons for when crew have become casualty.

    Agreed, I have a game going right now where a Sherman turned a corner and found two Marders side on. The Sherman took out the first one but then was distracted momentarily by near by infantry and did not get the first shot on the second one. A round hit the Sherman and the tank was OK and the crew were not panicked and I wondered why it did not return fire and died moments later. Turns out the first hit killed the gunner - I had text notification turn off and did not notice the first time I viewed the scene.

    Zook rounds and 37mm rounds did not have strong behind-armour effects. Skirts aren't really there to stop HEAT rounds, so the 'not hitting skirts' thing isn't very relevant.<snip>

    Yep, in another game - against the AI, I had a scout unit surprise a Stug III. The AC put five or seven rounds (I don't remember) of 37mm on target as the Stug was rotating only to die once the 75mm gun got a bead on them.

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