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Whiterider

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Everything posted by Whiterider

  1. I guess it´s not easy to fix (really old issue) An autosave option could be helpful, however not a solution. Perhaps doors can be modded
  2. The possibility to toggle buildings is a solution. In dense urban enviroments it´s almost imposible to see clearly where are the units located. Toggle doors to see where are located might be also useful. On another note a preview of given orders will help to avoid those bodies and other unexpected mistakes (movement, crazy routes, etc.). I know it´s frustrating when your troops are not able to follow simple orders. In certain circumstances this stupid behaivour is the difference between victory and defeat.
  3. I don´t know why but I feel there is some kind of fortuneteller or agent inside Battlefront. Remember CMSF and Syria and now CMBS and Russia... I only hope this time "he" is wrong.
  4. Hi guys, I´ve planned to play a game against a friend. We´re really interested in a balanced scenario. Could you recommend me one (or several) in particular? Thanks in advance
  5. Hey guys, I´ve planned to play a game against a friend. We´re really interested in a balanced scenario. Could you recommend me one (or several) in particular? Thanks in advance
  6. I think BF is the first one interested to get nice quick battles in CM, so I´m quite optimistic . We don´t need to know exactly what they pretend to do: it will be something great and I love surprises...
  7. Great! For sure, more people will feel attracted to QB (and CM) than never before. Single-player quick battles are an excellent tool for training, specially because every game is different and there are lots of surprises you won´t find playing common scenarios; also the game is faster cos you don´t need to depend on someone to play. Basically those are the reasons why I love them.
  8. Very good news . Also, I´d love to see some day this improvement in other CMX2 games. Thanks
  9. Exactly! That happened to me several times. I don´t know what kind of problem is but it is real. I´ll follow your advice about meetings in QB.
  10. Ok, now I understand. The computer has its own plans to reach the victory getting the green area even if they´re initially located far away (a good explanation could be a surprise attack). Yep, some players like me love to bombard green areas and that gives a great advantage to attackers. Thanks Womble, that makes me feel better
  11. I´ll try to explain the trouble in my limited english In any quick battle (defense, attack, etc.) you play against the computer, enemy troops are usually located far from the green areas (sometimes all of them in one corner). You can check it by yourself: press "cease fire" in turn 2 and you´ll see. I can´t believe I´m the first guy who noticed this strange issue :confused: (am I having hallucinations?:eek:). Please, let me know I don´t need to visit a psychiatrist. Can somebody who speaks english help me?
  12. I always play quick battle maps in quick battles. It´s more an issue of initial units position than something related to AI behaivour. Everybody can see it: just organize a few quick battle (meeting/attack/etc) and surrender in turn 2 then see the computer units location... I supposed green areas were essential to win the game, but enemy troops don´t think so. Guys, this is an important issue even more than endless discussions about specific rules of weapons or graphics. Some people (ie most of my friends) love to play quick battles and can´t understand the reason why it happens. I only hope it can be fixed sooner or later. Anyway thanks for your answers.
  13. As I remember it didn´t happen in CMX1 did it?
  14. Something that needs to be improved in CM is the troops position in quick battles. It looks they are located randomly along the map, without sense, frequently the green areas and its surroundings are totally abandoned. It´s really frustrating to spend a lot of time playing and discover at the end your enemy was sleeping far away :mad: Could it be fixed?
  15. Hey Steve, I think it could be an interesting option to many CM players who wish to spend less time in micromanagements. Ok, it´s good to be realistic but after all it´s just a game in a world of business.. Some people agree, some people disagree. Never forget micromanagement=boredom. Maybe I´m wrong but I try to be realistic in a realistic world. Let´s people choose their way.
  16. +1 A small issue that make us waste our time while playing.
  17. One of the latest improvements in AI is the use of drivatars in "Forza Motorsport 5"; all computer-controlled opponents are modelled on other human beings using the cloud. More info
  18. Games with Dynamic AI (non-scripted) tend to be the most challenging because the AI has an umpredictable behaivour that changes depending on the circumstances. Still nowdays it´s something extremely rare but I guess in a few years will become fairly common. I´m very sure computer programmers would love to include it in their games, but it´s a matter of money and time. Patience is the key. An interesting interview about AI in games: https://www.idlethumbs.net/3ma/episodes/thinking-machines
  19. Yep, really really rare. The following wargames have a challenging AI, however their weak point are graphics. Nothing is perfect. :cool: http://matrixgames.com/products/471/details/Flashpoint.Campaigns:.Red.Storm http://matrixgames.com/products/377/details/Command.Ops:.Battles.from.the.Bulge..
  20. Wise decision because "Battles against women are the only ones you can win runing away". (Napoleon Bonaparte). returning to the topic: AI improvements are a good business in a loooong-term (everybody loves good graphics/AI) but a disaster in a short-term. Obviously Battlefront prefer to have a bird on hand than one hundred in the sky (another one: "más vale pájaro en mano que ciento volando").
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