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Arnoldio

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Posts posted by Arnoldio

  1. It should be in game by default. Though it should be made s that some units rout partially when panicking and if they recover, they recover just slightly. So they are reusable in some situations but if they face some more hell that they cant bear, they rout for good and off map.

  2. Is anybody here that is also a fan of the series?

    I keep replaying those games over and over (I do it atleast once yearly) just because they are so good. I mean, as far as singleplayer ww2 games go, this series is the best in my opinion. CoD2 has good moments, nice tight story and that battle feeling. BiA however has more of that "I want to go back home to my wife and kids, but ill do my best while im here". And it just gets worse and worse. When i finish it on some reasonable difficulty, I always have a pokerface. "I've been through some serious **** right now and some of the people i lead have died..."

    Whoever is a fan of WW2 games, this is a must to play, Road to hill 30, Earned in blood and Hell's Highway are the three games in that order.

    HH was a little bit of a let down. The early gameplay videos showed real indepth play, complicated AI but the watered and dumbed it down to simple stuff that all the new CoD fanboys can comprehend so it leaves a lot to be desired...

  3. And if you do care for authenticity you can simply headcount-reduce the sections so that overall numbers in the platoon remains correct.

    I mean more name-wise. Unit name is "HQ" while you use it as part of a normal infantry squad.

    Also yeah, fiddle with the headcount setting. 50% leaves you the leader and closest support guy (if there is more than one left after setting it to 50%)

  4. Triggers atleast make the game more random given they can be randomised. As said, even simple triggergroups can make the game replayable and unpredistable.

    Though best option would be very advanced AI that can think for himself and triggers be used for scenes when you deliberately need them to happen, but that needs exdtended and tedious developing of AI wich costs time. :D

  5. Game is tile-based, therefore everything is simplified, wich requires less coding work because infantry works like a group and it attaches itself to pre-made cover. Its not dynamic so to speak. If you played Men of War or Company of Heroes, those two games use a different cover system wich allows much more detailed placement of troops.

    Now vehicles are just one object and they dont really use cover the way infantry does, therefore you can move them wherever you want.

    Imagine CM like chess. You can only place your units on black or white, not on the line. If you wanted more detailed placement, you would have to further divide the chessboard and that means more hard work for the devs and redesign of the game.

    I suggest you to spend an hour or two in the scenario editor to fully understand.

    Ingame tip; Always face the camera the same way as the unit you0re issuing order to is facing. That way you cannot missclick an order and send them to the other side of the fence or something like that.

  6. Thanks and no problem.

    I played with elevation some more, and this is the latest version. (Still beta)

    http://www.mediafire.com/?83468uv38lweej8

    There is no real briefing (yet) and so on but as i said, take the big village, kill the guns is the objective. Reinforcements come in bundles at 10-20 min intervals. First you are without any heavier stuff, so your task is to get all units to some owerwatch position/cover, regroup and establish some routes between the squads. Later on, you get some MGs, engineers and a mortar.

    If you want, give it a go, the more feedback the better.

  7. Night airdrops on D-Day. Units scattered and confused... you know how it goes.

    Its a roughly 2.1x1.6 big map, where the goal is to find and seize the german HQ base and the 88's. (I wish there would be quad flaks.)

    Some pics. This is 1.0a version and i add details/bocage daily if i see fit. If you ahve any suggestions, spit it out and ill get something done.

    Also this is my first time doing this so go easy on me. :)

    Some screens.

    From SW

    http://screenshot.xfire.com/s/122442990-4.jpg

    This is a scene that might or might not be familiar to anyone. Its a vague recreation of a part of land from one of the BiA Rth30 missions.

    http://screenshot.xfire.com/s/122442994-4.jpg

    German HQ

    http://screenshot.xfire.com/s/122442996-4.jpg

    Farm, park and a manor.

    http://screenshot.xfire.com/s/122442997-4.jpg

    Figured that all them big res pictures were overkill...

    When I finish this, ill take a somewhat smaller bite, and make a campaign, tribute to BiA series. I will recreate the missions in the game as close as possible and see how it works. Also, if ill have will and time, i will also make a US training camp. (I know there is allready a shooting range mission ingame, but ill make it even more noob friendly, with more story behind it.)

  8. Hello BF forums, first time posting.

    Now what i think about time limit: It doesnt hurt.

    But it depends on what the scenario maker tries to tell us.

    High or no time limit, means that the maker either doesnt like the timer OR that the mission must be played out cautiously before all else, therefore there is no need to rush.

    Lower time limits mean either an increased challenge, a real world scenario that was done in such timeframe or the time limit in order to prevent overlapping the campaign missions.

    I made a mission (its in 1.0b version for now, getting some playtests, will upload for you guys to try it since its also my first one) in wich i will provide the player with a great ammount of time, because the aim of the mission is not in the rushing but in rejoining your forces and completing the objectives in a much larger timeframe than game can provide you with.

    In short, its more of a scenario-type not so much of a "how good of an armchair general you are" type, though its still demanding if you want your guys to survive.

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