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Collingwood

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Posts posted by Collingwood

  1. Clearing mines is a slow process if done by hand.

    Very slow. Interestingly Engineers spent more time removing/clearing mines they had themselves laid, than enemy mines. Even with a map of where the mines were laid it was a process that could easily consume hours of time and occasionally someone would be killed.

    To add to the fun, sometimes a minefield would be lifted and they would realize one or two mines were not accounted for, and despite best efforts couldn't be found. Yet a scheduled attack was due to roll through the 'cleared' area.

  2. On a related note - I guess you can't really generalize, but do AI plans tend to differ a lot? Thus making replayability more enjoying.

    One of the most basic yet effective ways AI plans differ is in defensive placements. For example, if the key to a scenario where you are attacking with armor is location of enemy AT guns, they vary by plan. Otherwise, you would just mortar exactly where you knew they were last time, wouldn't you :)

  3. It's not so much that total conversion mods aren't allowed but that it would be very difficult to achieve, since the vehicle and equipment are not only 3D models, their performance/rules are hard coded. As far as I can see, whatever you can mod in the game as it is, is in fact allowed.

    To get an idea of how much work would be involved, think of it this way: CMFI/CMRT are in a way 'total conversion mods' of CMBN. They use the same engine (with some tweaks along the way) yet I believe most of the work is in ToE, making the models and coding weapons performance correctly etc.

    So with a full time staff of 6 to 12 guys + 30 volunteers for testing and scenario design you might turn out a SCW module in 6 months or more. Probably more, since you would be lacking BFC's familiarity with all the ins and outs of the code and engine.

  4. In CMRT I usually get quite satisfactory QBs by:

    Don't let the AI select the forces - I choose forces for the AI that I would take if it were me - and as per Womble's excellent advice: I make up kampfgruppen/battlegroups.

    I give the AI up to 50% more points than me, and select meeting engagement.

    I don't take Arty - and medium calibre mortars at most. I don't take Air support.

    I also sometimes try to avoid micromanaging squads and instead issue orders that will cover several turns, on a platoon or even company level. Unless there is something going obviously pear shaped I don't step in for a few turns - I let my plan play out and enjoy the chaos and carnage that ensues.

    Mark makes a good point: if you play with the mindset of using all available tricks to win (as you would against a human) then the AI will come off worst always. Finally, against the AI try not to thoroughly research before each turn all the LOS and the perfect action spot to move your men to: instead make reasonable orders with a general view of the terrain.

  5. I second this. In a recent QB the AI launched a pretty surprising counterattack that had me needing to re-organize one flank and my centre to contain it. That really added to the sense that there was some kind of intelligence I was up against.

    In previous QBs it mostly felt like I could just keep moving forward regardless, nothing would develop to stop my plan. That's changed so kudos to the QB map/AI designers, great job using the trigger capabilities.

  6. Those bigger games were mental. Flat Top, Axis & Allies and ASL were as deep as I dared go. I've read on broad game forums where people would play vast campaign games like that in attics with a playing time that went into years.

    For anyone out there still looking back longingly at a game set up over an entire large table or occupying the attic, but without the room - there is the option of "World in Flames". That absolutely massive game has been converted to PC.

    However - although it's for sale everything I read on its forums indicate there is still a long way to go before it's ready, therefore best thought of as a paid beta. There is no AI - but the multiplayer sounds like it has serious issues (crashes, bugs etc) and people are resorting to some strange workarounds to try to complete even one turn.

    All of that said, if the developers don't let the weight of the thing crush them to death and manage to iron out all the bugs - and get some kind of AI happening, it could be a hit with strategy masochists.

  7. All scales of scenarios have their attractions and I like them all. Small (platoon sized) are so much easier to immediately get moving on. I can knock over a wego in an hour easily so they're good for a quick fix.

    Of course the effect of small losses are magnified - an unlucky break can be the end.

    Company level is about the happy medium, but it takes a fair bit more work to set up and get going.

    Battalion level I agree is a nightmare in deployment and the first few moves. Sometimes I find it really demotivating. But, once going, it's just as easy since you're not moving every unit every turn - there are times when you leave several to their own devices (providing support/suppression fire) until other actions develop. Where I find the extra time comes in is keeping track of everything - rewinding the action and moving to the next hotspot. When a large scenario really starts rolling it's quite a thrill.

  8. Rotary phone ? You youngsters and your tech. What's wrong with the party line with operator connect!

    LPs are having a bit of a resurgence. My son has just invested in a turntable and it has become hip for albums to release as LPs as well as CDs. I wonder when cassettes will make their comeback.

    On the notifications/shipping front, I believe shipping would occur in order of when the order was placed, and certainly it would be good form for beta testers to be among the first - there has to be some reward for all their work.

  9. I have no dog in this fight - but the code already knows about the different terrains in an AS - obviously because otherwise movement, LOS, cover, etc wouldn't work in any AS with more than one class of terrain object such as a tree and house on grass with a road. Software is very good at iterating through an array of variables and displaying them.

    Basically since the software (mission/map editor) exists to create multiple terrain instances in an AS, the game/code can handle it, whether it be in an array for each AS or a database for the map - the values can be retrieved - for LOS, movement, Tac AI decisions, whatever.

    Having said all that I've never felt the need for information on the terrain under my cursor :)

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