Collingwood
-
Posts
344 -
Joined
-
Last visited
Posts posted by Collingwood
-
-
You're welcome.
Regarding buying just one tank - I guess so, I've never bought just one
-
I don't have the game in front of me right now, but perhaps you do need to select "mixed force" to get single tanks. I don't think there's any downside to selecting mixed force. You could still select it and then purchase only inf, or only armor. It just makes more choices available to you.
I've only played one QB in CMRT so far (mixed) but I could purchase both a platoon of tanks and a single tank to add to 3 companies of inf.
-
2. the two columns of numbers represent purchase price, then rarity points. The rarity points are to stop unrealistic forces, e.g. "ha! I choose 20 king tigers!" While you may have enough purchase points to afford them, you can't go over the rarity budget.
3. No. If I want infantry and tanks, I select "mixed". Edited to add - you can attach single vehicles to your force too.
4. Yes. You can make further adjustments to experience level, motivation etc to trim off a few points here and there. Likewise if you have 20 spare points at the end, give your key units some bumps.
5. choose a medium or large engagement.
Basically in quick battles you're setting up a kind of fantasy Kampfgruppe (battlegroup) because our computers (at least mine) can't cope with divisional or even regimental scale battles. It was extremely common practice to form battlegroups by cherry-picking a company here, a platoon there, a battery, maybe attached to a battallion or part of one, to get a certain job done. At least that's the way I think of it.
-
Waterfall? What upgrade package do I have to pay for to get that?
It's in the cheats code list, sheesh n00bs...
-
Casting Pearls before Swine
-
If you really need it, here's another vote for "worth the money". There's a lot of comparisons to money spent on other forms of entertainment, for good reason. My son spends much more on console games that are all played out after a couple weeks.
Aside from the value - cents per hour - there is the sheer entertainment of seeing the action unfold in WeGo mode. I choose my course of action, then it's out of my hands for 60 glorious seconds. What will happen? Will my ATR guy manage to sneak through the woods to take that Panther out from behind? I think I've cleared their armour on that flank, but have I sent the infantry forward and out of cover too soon?
It can be nail biting stuff with plenty of surprises thrown in, and that's just against the AI. "One more turn" soon becomes a whole evening spent. If you like WW2 tactical wargames then CMRT will float your boat.
If I could time-travel back to our times playing on sand tables with poorly painted 1/72 airfix models, plastic trees and cotton balls for smoke and explosions, and show guys this game I could get thousands for it
-
everyone has to return your copy of CMRT!
They'll have to pry it from my cold dead fingers.
As soon as I saw this thread was by mjkerner I was pretty sure it wasn't serious...
-
Nik Mond beat me to it. Canola BTW is a modified version of Rapeseed (much less erucic acid which is bad for human consumption). Fields of Canola/Rapeseed are breathtaking in real life.
-
Obviously the next thing we're interested in doing is having "Conditional Plans". Now that we have Groups capable of moving or not moving based on conditions, we want to have Groups capable of different course of action based on conditions. It's a major undertaking but we've taken a step towards that goal. And in the mean time, the AI definitely has some more kick to it.
At what point do you expect to introduce "if" or branching triggers Steve?
e.g. If enemy touches area A, execute order to move there.
If enemy touches area B, execute a different order to move elsewhere.
Obviously this would allow for some really neat and intelligent seeming use of reserves by the AI.
I know we've all thought of it already, just wondering if this is thought to be "much later on" development, or if it is included in "conditional triggers" timeline. I'm not asking for concrete promises either
-
Can a trigger be set for a group to withdraw if it reaches a predefined percentage of losses?
No. Triggers can be activated by
a) trigger objective touched by enemy/own unit, armor/any force. e.g. tanks enter a particular area.
another unit commences a particular order
BF have said triggers might be extended in future though - conditional such as your good example, or branching or nested.
So, we're seeing the beginning of a beautiful thing
-
Love CMRT so far. Aside from the already mentioned hit decals, the maps are impressive. The various tree models are beautiful, and the colour pallette seems just about perfect to me - the maps are gorgeous.
The 'atmosphere' seems improved too - there's a nice distance haze which I've not noticed in the other games.
As has been observed elsewhere the tank models are excellent out of the box.
It was worth the wait!
-
That's not good to hear Destraex1, I'm down under too and my download finished in 50 minutes just using firefox.
-
In all seriousness: Thank you db_zero for bringing us to the brink of release. By my count this is the 6th false alarm/hoax thread for the release - just one more needed!
I threw some silver at an old lady, she spilled some tea-leaves over a ouija board then said she just has a feeling: battlefront will not release CMRT until there have been at least 7 false alarm threads ... -
-
My helmet is off to those of you who work long and hard on this for free. It does not happen without your efforts.
Seconded. I've been a beta tester elsewhere, and it wasn't much fun. Although I think CM would be more fun to test than other products.
-
... Otherwise you'd not be here and we'd be making Pokemon games for iPads. You know, stuff that could actually make us some real money
In fact given the ever increasing number of app developers for iOS fighting over the money pie, the vast majority don't make a living wage. For every angry birds success there are thousands that fail.
Sorry to say, you will have to stick to CM if you want to make money
-
Thanks! But I think that URL needs correcting: try
Hopefully slave some of the pangs...With the addition of sequinned helmets, monkey suits and slaves, this joint is getting better every day.
-
Simple industry standard shortcut keys like CTRL-S (or even near-standard, like ALT-S) for "Save" (surely you save at least as often as you Quit...).
...
Consistent use of RETURN to act on the default action in a dialog, including game start stuff.
Yeah, those ones have puzzled me for a while. They should be easy enough.
-
I recall the user interface being a little difficult at first, but not insurmountable. Clearly it isn't easy to come up with an intuitive system that everyone understands on first go. Not that I've seen the new controls but apparently BF have taken criticism on board and are offering alternative ways of controlling the camera with RT.
My litmus test is: can I come up with a much better way of doing it, which would not require instructions, which would allow all or most users to just dive into a game like this and know exactly how to do things? Nope, I can't.
-
-
I predicted April 3rd at 22.00gmt..I wonder
Then again,
A second manual, not included in the web preview, covers all the new features of the v3.0 Game Engine Upgrade that is part of Combat Mission Red Thunderperhaps we will get the second manual in about a week, then the game will come out another week later
-
I'm guessing RT there means "real time" ?
CMBN 2.12, CW but no MG -
"Code Indentation?!? - I will show you indentation when I indent your skull!"
My goodness I hope you're not suggesting they write in Python !
-
Most amazingly of all they've got triggers on the East Front. No idea how anything went 'bang' without them before.
IS-1 anomaly?
in Combat Mission Red Thunder
Posted
Yep, SPOILER ALERT - since I'm half-way through that one... oh well I guess I just got some enemy intel.