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Jabble

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Posts posted by Jabble

  1. 13 minutes ago, r6751 said:

    I now understand, almost.  In the announcement of CW, it was stated that we already have all the files needed, and no download is required. What wizardry is this?  All of the content already in hand!  So all we need is a key.

    Why not release that and do an upgrade to the Slitherine version later?

     

    That must have been a joke.  We can't already have the files, not least as the game is still being worked on.  Indeed it will continue to be worked on (for Slitherine's multiplayer) after we get access to our betas.

    Imagine if you're a new player and your first purchase is CMCW.  So far you have downloaded nothing.  How would you have any such files?

  2. 11 minutes ago, Erwin said:

    I know that it can take a very long time for an MG to deploy in a building.   Someone once explained that that was realistic.  However, some MG's do deploy in a building in a couple of minutes.

    I've noticed that too - it seems to take longer if they guys are under fire and shooting back with their small arms, though maybe that's just my imagination.

  3. 47 minutes ago, JM Stuff said:

    ¿I don't know how I can formulate my question? ...but I don't have my answer either.

     I have a wallet sytem on steam and I want to use it, so my question stay (like above) ...
     Simple question simple answer !

    There's no problem pre-purchasing a game here - hence the 41 Club for CMCW.

    A wallet is useful for a big vendor like Steam with thousands of games, where people buy often and a wallet is more convenient than frequent payments.  However BFC is a niche vendor with comparatively few games, so a wallet is not really needed here.

  4. 6 minutes ago, Haiduk said:

    ...Thus, Russian state ideology is a weird mixture of seemingly incompatible things - imperial great-power, modern Euroasinism, Sovietism and orthodoxal clericalism, maintaining interests of powers and providing "Russian world" conception.   

    That's it.  These are like pieces from different jigsaws, put together in an attempt to justify (to his people) the real intentions - stay in power and impose control on a wider area.  The political culture in today's Russia means that most people can't/don't question the obvious contradictions in this fabricated jigsaw, and those who dare to try end up in prison without medical help.  Worth reading is Pomerantsev's "Nothing is True and Everything is Possible".

  5. 28 minutes ago, Erwin said:

    Certainly in the past (Stalin and Soviet) Russia treated Ukraine abominably...

    That deliberate famine is now called the Holodomor, one of the 20th century's major atrocities.  Moscow rule has not been good for Ukraine in past times, so it's understandable that many fear its return.

  6. 5 hours ago, Lucky_Strike said:

    Yes, I can see how the UI would be the biggest problem, I have enough trouble reading subtitles on my TV as it is 🤓, don’t need to put any more strain on the old peepers. The advantage of using AstroPad would be that it mirrors what’s on the screen OR it can mirror just a section of the screen so, in theory, one could have the UI at a sensible size on the iPad and use that to control the game, but TBH I doubt the good wife would be impressed with my using the TV for this purpose ... I get enough grief as it is!

    Hehe!  I got around that by attaching a monitor as well (parked on a small table) - I don't know if that's possible with Astropad.  The crispness makes reading the UI much easier, and you can watch TV at the same time.  Or pretend to... "Er, yes dear, fascinating!"

    I too find that the colour shift doesn't make me sleepy, but I quite like it and it does mark the evening progressing.

  7. 16 hours ago, Lucky_Strike said:

    Yeah, I think the game would struggle on a 50inch screen ... the interface doesn’t scale very well...

    FWIW I've tried streaming CM games from my main PC (in a different room) to a low-power HTPC outputting to my TV.  Works quite well, but TVs aren't as crisp as monitors so it's hard to read the text in the UI.  Outputting to a monitor works just fine.

  8. 3 minutes ago, chuckdyke said:

    I disagree it is something I would do in real life. To use scouts to find an avenue of approach. The game workaround would be a road map. Whatever you plot on your road map can be copied or be automatically copied on your AO. That is one of my suggested solutions some time ago. HQs in real life don't have a Bird Eye view. They have topographic maps and roadmaps. 

    But scouts aren't normally used just to see if a vehicle can squeeze through a gateway - the whole idea of gates is to allow vehicular access.  Someone driving a vehicle should be able to judge a gap in the trees or a wall, not rely on scouts with measuring tape.  There is a specific mechanical problem in the game that would benefit from a solution.

  9. 7 minutes ago, chuckdyke said:

    Peel of a scout team click A and click B they will find a path for you. The way I find paths in the bocage obviously they can only be passed by infantry. Path verification done by a friendly unit. 

    OK, though that's a gamified workaround - something you wouldn't do in real life.  I'd like to see an actual in-game solution at some point.

  10. 1 minute ago, chuckdyke said:

    Example of this are forest tiles with no trees, some people are sloppy or try to be funny. Obstacles which are only for show like haystacks but actually don't exist part of the furniture. Frankly speaking learn from your experiences, I gave up on some scenarios out of frustration. Hobarts Funnies in Battle for Normandy was the worse one. Receive mission do a SMEAC and on the end see that a squad of engineers can't dismount a truck. Road to Nijmegen can't be completed because of a bridge bug. Don't criticize Beta Testers is another thing I learned. I just won't purchase some games. 

    Indeed, so we could do with some solutions.  Such as path verification through obstacle gaps.

  11. On 3/26/2021 at 12:21 AM, Artkin said:

    The javelin actually makes playing the US unfun in any of the modern games LOL

    Actually - I'll disagree - but it depends on the context.  I've been playing a scenario (CMBS Phase Line Green) where I have some Strykers/Humvees, mounted with nothing more punchy that .50 cals & AGLs.  My one saving grace for dealing with armour is a handful of Javelins.  OK an MGS turns up later too.  However the map is a challenge with trees, slopes & rivers, ruling out most opportunities for long-range shots.  It's quite a challenge and a lot of fun!

  12. Just now, chuckdyke said:

    Some distance before the gap some distance behind the gap. You plot too many waypoints; I was caught like that with a foot bridge in battle for Normandy. Solution, select all the company and click twice before the bridge and behind the bridge. To micromanage with a squad at the time was impossible some members just wouldn't cross the bridge. Some games have bugs often bridges, buildings, among others. 

    Ah, but that's not the problem - I'm quite sparse on waypoints actually.  The problem is that some gaps that look passable aren't, unless some specific line segment is placed perfectly.  Look at the OP's description of the problem - that's what many of us experience.

    This is an issue where the 'hitbox' - the volume representing the vehicle - collides with the hitbox of obstacles on the map, such as trees, buildings, walls etc.  This collision test only happens during the processing of the turn, not when the player creates the path (of infinitesimally thin vectors).  I've suggested that the same processing could be done for a single segment, on demand, before the end-turn button is pressed.  No new AI would be needed.

  13. 15 minutes ago, chuckdyke said:

    You would click at the beginning and at the end. Fast would select the fastest route slow the route which gives the most cover. To travel on roads is mandatory in real life. You leave tracks behind in cross country. For the enemy air force to follow your trail. I lay ambushes on the approach routes not necessary on roads themselves. To lose an AC on a mine is the risk to take.  

    OK, now you're talking about additional AI that would generate a path with cover - that's a whole different ask from verifying user-made paths to avoid getting stuck.  Personally I don't feel the need for that - it's up to me to choose my path with cover (if I want) or without it if I want to spot the enemy.

    For relevance to this thread, I would just like to get through gaps without getting stuck.

  14. 4 minutes ago, chuckdyke said:

    You click on a road or a road tile, you would click on the beginning of the road and you click at the end or where you want to diverge. A magnetic vector tool will select your path without considering every bend. Somebody is already looking into it btw.  

    I can't see how that would be useful in CM as we set all the waypoints on a blank canvas - it's not like a GPS automatically selecting a route from a set of fixed pathways.  A CM map doesn't consist of such fixed pathways.

    For example, I want to drive across a field - I set the waypoints within that field.  I see a gateway to the next field, so I set a path through that gateway.  There are no fixed paths there, so nothing to diverge from.  The potential problem is that my path through the gateway collides with one side of it, forcing me to stop or manouevre awkwardly.

    Many of us largely avoid travelling on roads in the game, as that's where ambushes tend to lie.

  15. 9 minutes ago, chuckdyke said:

    The paths we see are pixel based the paths we plot are vectors. The two are always in conflict LOS plotting is also a vector when we think we should be able to hit you get no LOS jumping up. it is a game of probabilities aka rolling the dice. 

    The path endpoints are always tied to those pixels (or map cells), so the vectors are just the mathematical line between them.  As these cells are quite small, even a minor endpoint difference will result in a different vector which may make all the difference between squeezing through a gap and getting stuck.  The only way to reliably test against that in advance is to try all possible endpoint combinations, which is an impractical task.

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