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Collingwood

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Everything posted by Collingwood

  1. The discussion of random maps has had me thinking about the challenge. I doubt there would be much or any profit involved. If I knew the format of the map file it would not be hard to get started on something that spat out random maps. I could try to reverse engineer the map file format, but I'm not sure I'm that keen (yet) As for a random map generator that also created any meaningful AI plans, that's a whole different matter. How useful would random maps without AI plans be ?
  2. Not that I would criticize Command Ops, it's a great game with outstanding AI. But it has no random maps or quick battle generators - and it suffers from a lack of user created scenarios. Don't get me wrong, I love it, but Command Ops is one game that ended up disappointing me.
  3. Well, any trigger is several orders of magnitude better than no trigger. Question though: with plans, imagine: Plan A: unit will wait on left flank and attack toward zone 1 if trigger 1 goes off Plan B: unit will wait on left flank and attack toward zone 1 if trigger 2 goes off. Plan C: unit will wait on right flank and attack toward zone 2 if trigger 1 goes off. Plan D: unit will wait on right flank and attack toward zone 2 if trigger 2 goes off. ... with each plan having equal chance of running This is possible, yes? i.e triggers can't be nested or branched, but they can still be used across different plans ?
  4. ... mmm and hopefully different triggers can be nested within different AI plans. So when replaying a scenario you can't depend on the AI always reacting the same way.
  5. Ah, you're right I think. I just got a bit carried away
  6. Absolutely. The last time I tried making single player scenarios was CMSF, and found the lack of triggers made it hard for me to create satisfactory scenarios. Now I can't wait to get back into the editor.
  7. I noticed even buildings seem to get hit decals.
  8. I guess now I need to find a new signature ... and TRIGGERS !!
  9. I think we are probably going to see a lot more speculation too
  10. Every time someone gloats over what's hidden from us, I have to calm myself down with the thought that there must be some reward for all the work testers do, gratis. Even so, "pics or it never happened!"
  11. Roll a D20 and consult the initiative table before change of orders can be issued. Remember those days ?
  12. Wholeheartedly agree, although I'm not sure there's any solution on the way. It's frustrating to not be able to target with mortars a tall building simply because the spotter can't see the doorstep.
  13. Absolutely fantastic. Each day I've checked the forums hoping for a genuine Eastern Front bone, that day has come at last. The extra features mentioned for v 3.0 are great, the series keeps on improving. Thank you Santa!
  14. Thanks for clarifying Steve. It was just the negotiator in me suggesting an option - to avoid the inevitable situation of two arguing sides forming - "we don't need no stinking new commands" vs "it's broken without xxxxx command!" I don't think the commands are too complex and am often surprised by claims to the contrary. The way I see it: if a new command comes along I'm free to use it or ignore it. Simple.
  15. I don't agree about the UI already being too cluttered, but everyone's viewpoint is relevant. So, you'd be able to ignore any extra commands by not enabling them in preferences. This is what I'm saying: people don't have to think they will have extra commands needlessly forced on them, they could be an option. You don't have iron level difficulty forced on you either, it's an option. It doesn't have to be only one way or only another. I think options are good, at least better than hoping a one size fits all will suit everyone as well as it suits oneself. Anyhow, I accept that I'm probably dreaming.
  16. My earlier reference to flight sims deflected from my main point: Provide extra commands as an option, enabled in preferences. We can have whatever extra commands are deemed worthy, without the perceived worry of confusing beginners. I'm not actually advocating the need for heaps of new commands. I'm saying you don't need to worry about scaring the horses, you can have your cake and eat it too. Even mix your metaphors.
  17. If people feel more commands would make things too difficult for beginners or the casual gamer there could be a simple solution. In the settings provide the option for 'advanced' command menus. This way beginners needn't be confused, and those wishing for more commands can have them. My own experience is that CMx2 wasn't unreasonably difficult to learn - anyone having experienced some of the more hard core flight sims would tell you the commands for CMx2 are a doddle in comparison.
  18. I would love graphics improvements too, and I'm sure they will happen with time. The recent patch was a good start. However when I think about it, whenever I get ticked off about something during a game it is nearly always a gameplay issue, once the game is underway I'm not really focusing on how the scenery looks. In an ideal world games like this would have a budget of 50 million bucks. Until then though...
  19. Yes, you can install 1.12 after 1.11 The patches are different, 1.12 fixes a couple extra bugs that were found after 1.11 was released.
  20. And on the other hand I was attacking a small town and had generally wiped out all traces of resistance. I kept waiting for a surrender, then stumbled upon a HQ unit hiding in a courtyard toward the rear. They bravely tried to fight against overwhelming odds but I wiped them out. Still no surrender. I then destroyed one section left in a building, and got a surrender. I kept expecting a surrender much earlier and was thinking WTH, these guys must be super hard core elite fanatics. All their buddies are dead, they're surrounded... no they declare, we've still got a pistol and one rifle left! I think Martyr's right - our pixeltruppen aren't thinking "har, we still control the church, we will get a draw" - instead it's "hmm, there's only a couple of us still alive, perhaps it's over for us".
  21. Exactly my experience Ken. For this reason I keep a stash of 1st and 2nd turn saves, if I'm feeling lazy I fire one of them up. Admittedly I've already fought the battle, but if enough time has passed I can't quite remember where all the enemy forces were disposed and I try a different approach.
  22. Are we dead yet? Apparently not, at nearly 11,000 views.
  23. Speaking of command ops, the dev recently stated he can't keep squashing bugs/patching the game without remuneration. So he'll soon stop releasing patches for the current game, and start work on the new version. It's a good game with excellent AI - but sounds like it will never be "bug free", nor finished so to speak. As a programmer I have an insight into the issue of bugs vs release vs testing. Any software of sufficient complexity has bugs, and fixing the bugs or "improving behaviour" can bring about unintended new bugs. It's not that people are deluded to expect totally bug free software, it's just that they don't know what's involved. It is akin to wishing for a world full of peace, love and free beer. It ain't going to happen.
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