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Xorg_Xalargsky

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Posts posted by Xorg_Xalargsky

  1. 42 minutes ago, 37mm said:

    One interesting experiment, that somebody might be interested in trying out, is seeing if you can use blender to get power cables onto the various pole objects (perhaps with modified poles, perhaps as their own "floating" wire FO).

    I imagine they'll be tricky for scenario creators to line up properly but it would be very flavoursome option for the ME (I'm pretty sure the wires would even block ATGM).

    As far as I know, no flavor object has any influence on the game map, that is to say, to the units and their projectiles, they are invisible and ethereal.

    Seems like I was wrong. 

    There's definitely more to it than ghostly crates, cows, and carts.

  2. 1 hour ago, SgtHatred said:

    I like how 1 person expressing disappointment leads to an entire page of discussion on how bad everyone is. Are you people stuck in a time loop by any chance?

    I don't know about anyone else, but I'm stuck in a time loop : a personal hell of my own where I wait for the new Fortress Italy module while life just keeps going on around me, but I'm too paralyzed by anticipation to take part in it.

  3. I'm fairly certain the devs said there wouldn't be any additional content for Shock Force 2.

    However, provided certain ghoulish characters get what they want and war errupts between Iran and the US, maybe we'll see a Combat Mission title (complete with CM3 engine hopefully) 20 years down the line featuring all the favorites from the conflict zone - which no doubt means the IDF would be included.

  4. @RockinHarry

    I know it's possible to approximate some of what I described, but I think that to model appropriate and logical behaviors, those actions would need distinct commands.

    The time-based shoot and scoot method is not reliable. When the time reaches 0,  the team will evade (which is no good and potentially dangerous if your target did not cross the target arc in time). In a similar fashion, they can shoot an infinite number of times during that time window, but you could want for them to evade as soon as the first shot is fired (the most evident case would be for a team equipped with disposable AT launchers).

    About grenades, the problem is that it's often not possible to find a spot where your target is liable to be engaged in the currently available manner. A separate command would give you the expected result every time as long as you're in range.

  5. I'll say it again like I do every time I have the chance.

    Combat Mission as it is right now could massively benefit from 3 commands.

    Shoot and Scoot : Cover arc order that lets you select an arc and a number of shots (much like Target Briefly) and then executes a Fallback Point order (see below). This would increase the surivability and unpredictability of fragile high-impact weapon teams.

    Fallback Point : Movement waypoint that is only executed when the TAC-AI decides the unit should retreat. Essentially, this lets you decide where a unit retreats when it breaks or decides to scamper, solving one of the biggest problems players have with the TAC-AI. With vehicles, the movement would be in reverse.

    Target Grenade : Attack order that uses grenades and demolition charges only. It would increase the usefulness of grenades especially in urban settings. You can do something similar in the games as they are, provided the terrain is right (target in the same Action Square, but beyond an obstacle), but such a thing is quite rare.

     

  6. That's a fine list of suggestions, but some of them are outsized in scope compared to others.

    For example "random map generation" would take extreme amounts of difficult programming time in order for the algorithm to generate anything more than a barren grassland with random specks of trees and other ground types. The complexity is magnified when you have to consider that each game offers multiple types of geographies. 

  7. As far as I'm aware, there is no way to "properly" cheat in CM2 games. The series is far too niche to attract any profesionnal "hack makers". The only way to cheat is to act in an ungentlemanly manner : disregarding home rules, viewing the objectives and OOB of the other side in a pre-made scenario, abusing cheap tricks (map edges for example), abusing certain units that may be unbalanced because of their points/power ratio or the lack of good counters in certain factions/time periods (legions of King Tigers spring to mind...). Fortunately, the CM community is extremely mature as far as game communities go, so that shouldn't be a problem.

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