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datoff

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Posts posted by datoff

  1. Worst things

    - No Network WEGO (Worst thing ever)

    - No command Lines

    - No movable waypoints

    - No target lines

    Best things

    - Artillery impact. nothing better than watching your 150s and 120 Mortars level a little village.

    - Infantry (every soldier is displayed)

    - Campaigns (even if it could be even better with earning prestige and spend it on new troops (like Panzer General)

  2. Hold down shift when you drag/click.

    Plotted waypoints that are automatically redrawn following your input to show the actual path that the unit will take could be handy. However, I've played enough CMSF to have figured out most of the 'gotchas' with pathfinding (plus it's actually got so much better over the years that the gotchas are generally few and far between once you figure out low bocage isn't a small hedge, and bocage nearly always needs 2 demo charges before a tank can fit through the gap), so I'll have this on my list way down below moveable waypoints.

    Actually, I bet that without moveable waypoints, having the game replot my moves to show the actual patch the unit was going to take would be extremely frustrating if I wanted to tweak what the game had done.

    Thanks for the info.

    About the waypoints. It is also frustrating to see your tank roll left into a field when you sent it in the opposite direction and not knowing what it plans next. Only because its path is blocked. It takes you at least a turn to bring it back on track.

  3. Datoff,

    You are bringing up a topic that has been mentioned on these forums so many times before. The game could really benefit from a follow road/convoy move/follow him command. That has been true since the start of CMBO but it ain't happened yet. One day, maybe, it might but don't hold your breath.

    Thats not what I meant. I don´t need this command. What I need is the system to show me where my units are going. I´m sorry that this topic and its repetition is bothering you. I´m quite new to this forum and haven´t much time to read through all of it.

    I just get thee feeling that too many things that were great about cm1 have been cut out. i know this is cm2 and not cm1 but its basically the same game with the same mechanic. right click command for example. it was fas and elegant. Now I HAVE to learn the shortcuts or click trough the tabs at the bottom. I bought this game eyes closed. Just didn´t inform myself enough. If I had known Internet/lan WEGO and command lines /among other little things) wheren´t in the game I would never bought it.

    The game looks and feels like a ferrari but its controlled like tractor.

  4. datoff,

    If it's important that the unit follows a specific path, then put waypoints where you want it to go.

    For example, if I have unit facing a house and I want to get to the other side of hte house, but I don't care how it gets there, I'll place a single waypoint at the other side. The unit may go left, it may go right. I don't care. If I want to FORCE it to go to the right, then I have to put a waypoint on the right of the house, then another waypoint at the end of where I want them to go.

    You can put an endless series of waypoints for each unit's movement orders.

    Does that help?

    I´m aware of that but if you want to send a dozen units down a specific path it gets kind of exhausting. And even if I set every waypoint down to the last meter it seems to get messed up when of of the units blocks the path for another unit. Then the unit tries to find an alternative path even when the other units moves out of the way a second later. So I end up with 5 halftracks leaving the street. To make it worse when I click on it it only shows the original waypoints. What I want to see is the alternative path it is taking to make it there. In the bocage landscape the entrances and exits are sometimes hard to judge so the units could drive around a whole forest before returning to the right path.

  5. I really have a problem with pathfinding. For example I give an unit an order to move down a street. Lets say I give only basic orders like just clicking on a point on that street and start the next round. In Cm1 (as I recall it) in the next phase when I give my oders the system created all the little steps the unit would take to reach their destintion. In CM2 it only shows the direct connection to the final destination. That confuses me. I don´t know which route it will take. How should I know if it is even possible to get there? Sometimes the unit will even leave the logical way and get of that street and drive through fields. I hope I made myself clear as english is not my first language. It just would be great to the path an unit plans to take. I found that especially in the third mission of the german campaign it was really hard to forsee the routes of my units. There is this curvy road that would require me to give every unit about 50 orders to reach the bridge in the center. Makes me wonder how to play that kind of mission in RT. Oh yeah and by the way please add Internet/lan WEGO (pleeeease with sugar on top)

  6. So we try to arrange ourselves with the circumstances. Thinking about starting a game by bicycle courier and an usb stick. Maybe smoke signals. I tried some scenarios in single player and the game really rocks but the ai seems not too challenging. Sadly but true this seems to be just another franchise getting flawed by too much real time.

  7. So, the TCP/IP using WeGo, (which was the standard back in CMBO-CMBB) is no longer supported?

    Guess I should have saved some cash. :(

    That was my also my first thought. I thinks it seems kind of odd to keep a mode like playing by email an cancel the only mode I really wanted to play. I know I should have informed myself but it just never crossed my mind that this would not be implemented.

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