mav1 Posted August 31, 2006 Share Posted August 31, 2006 Steve, will Infantry be harder to hit behind a slope in Cmx2 (like a hull down position for tanks). This was discussed in the cmbb forum and it seems its not represented in cmX1. 0 Quote Link to comment Share on other sites More sharing options...
mav1 Posted August 31, 2006 Author Share Posted August 31, 2006 Steve, will Infantry be harder to hit behind a slope in Cmx2 (like a hull down position for tanks). This was discussed in the cmbb forum and it seems its not represented in cmX1. 0 Quote Link to comment Share on other sites More sharing options...
mav1 Posted August 31, 2006 Author Share Posted August 31, 2006 Steve, will Infantry be harder to hit behind a slope in Cmx2 (like a hull down position for tanks). This was discussed in the cmbb forum and it seems its not represented in cmX1. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted August 31, 2006 Share Posted August 31, 2006 It is better to say it was abstracted in CMX1. Abstraction is the master word. All CMX1 gamers should hammered it into their minds. ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION! [ August 31, 2006, 07:19 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted August 31, 2006 Share Posted August 31, 2006 It is better to say it was abstracted in CMX1. Abstraction is the master word. All CMX1 gamers should hammered it into their minds. ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION! [ August 31, 2006, 07:19 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted August 31, 2006 Share Posted August 31, 2006 It is better to say it was abstracted in CMX1. Abstraction is the master word. All CMX1 gamers should hammered it into their minds. ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION!ABSTRACTION! [ August 31, 2006, 07:19 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
J Ruddy Posted August 31, 2006 Share Posted August 31, 2006 I'd search the forum to find the thread where this was discussed before but I'm even lazier than you are. I'm pretty sure Steve mentioned in the 1:1 thread (or some other equally impressive thread) that cover will be calculated using 3D mapping so if your 'guy' is prone behind the crest of a hill the hill will provide appropriate cover. Or I could be thinking of some other Steve and some other game... 0 Quote Link to comment Share on other sites More sharing options...
J Ruddy Posted August 31, 2006 Share Posted August 31, 2006 I'd search the forum to find the thread where this was discussed before but I'm even lazier than you are. I'm pretty sure Steve mentioned in the 1:1 thread (or some other equally impressive thread) that cover will be calculated using 3D mapping so if your 'guy' is prone behind the crest of a hill the hill will provide appropriate cover. Or I could be thinking of some other Steve and some other game... 0 Quote Link to comment Share on other sites More sharing options...
J Ruddy Posted August 31, 2006 Share Posted August 31, 2006 I'd search the forum to find the thread where this was discussed before but I'm even lazier than you are. I'm pretty sure Steve mentioned in the 1:1 thread (or some other equally impressive thread) that cover will be calculated using 3D mapping so if your 'guy' is prone behind the crest of a hill the hill will provide appropriate cover. Or I could be thinking of some other Steve and some other game... 0 Quote Link to comment Share on other sites More sharing options...
Londoner Posted August 31, 2006 Share Posted August 31, 2006 It was represented in CMx1. Exposure varied according to angle of attack. You muppet, is there no end to your nonsense.... 0 Quote Link to comment Share on other sites More sharing options...
Londoner Posted August 31, 2006 Share Posted August 31, 2006 It was represented in CMx1. Exposure varied according to angle of attack. You muppet, is there no end to your nonsense.... 0 Quote Link to comment Share on other sites More sharing options...
Londoner Posted August 31, 2006 Share Posted August 31, 2006 It was represented in CMx1. Exposure varied according to angle of attack. You muppet, is there no end to your nonsense.... 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted September 1, 2006 Share Posted September 1, 2006 Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted September 1, 2006 Share Posted September 1, 2006 Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted September 1, 2006 Share Posted September 1, 2006 Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted September 1, 2006 Share Posted September 1, 2006 Originally posted by Battlefront.com: Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve That sounds like a HECK of A LOT of math calculations. AND we can play realtime as well.. As I post this I wondering (with GREAT anticipation) how well this game will play and how fun it will be? All I can say is "Wow" -tom w 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted September 1, 2006 Share Posted September 1, 2006 Originally posted by Battlefront.com: Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve That sounds like a HECK of A LOT of math calculations. AND we can play realtime as well.. As I post this I wondering (with GREAT anticipation) how well this game will play and how fun it will be? All I can say is "Wow" -tom w 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted September 1, 2006 Share Posted September 1, 2006 Originally posted by Battlefront.com: Everybody is right, for once. It was in CMx1, but not to the degree it could have been thanks to the hardware limitations of the day. The CMx2 engine simulates individual shots, individual cover, individual tragectories, and far more detailed use of cover. Steve That sounds like a HECK of A LOT of math calculations. AND we can play realtime as well.. As I post this I wondering (with GREAT anticipation) how well this game will play and how fun it will be? All I can say is "Wow" -tom w 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 1, 2006 Share Posted September 1, 2006 No, aka_tom_w, like in ASL, you will have to do some of the math calculation ; it includes calculating ballistic caracteristic of each bullets,solving fluid mechanics non linear differential equation, estimating when your soldier will get tired according to their physionomy, social condition ,what they ate before the battle, calculating LOS thanks to the non Euclidian Geometry ,computing the quantum states with matrixes, using string theory to blow up the enemy's AI (but prepare to be striken with the P=NP problem ) and don't forget your 256 dices of different colour. Each dice have 21 and 1/5 sides !!! The rest is calculated by a quad Intel Penthatlum VII with a Geforce B 9999 and 4096 Go of RAM!!!! Indeed, this game to be the funniest ever. Grigori Perelman will be teh ultimate pwner, but he doesn't like to win, he prefers be out of the ladder, because it is enough everybody knows him as the ultimate pwner . [ September 01, 2006, 11:50 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 1, 2006 Share Posted September 1, 2006 No, aka_tom_w, like in ASL, you will have to do some of the math calculation ; it includes calculating ballistic caracteristic of each bullets,solving fluid mechanics non linear differential equation, estimating when your soldier will get tired according to their physionomy, social condition ,what they ate before the battle, calculating LOS thanks to the non Euclidian Geometry ,computing the quantum states with matrixes, using string theory to blow up the enemy's AI (but prepare to be striken with the P=NP problem ) and don't forget your 256 dices of different colour. Each dice have 21 and 1/5 sides !!! The rest is calculated by a quad Intel Penthatlum VII with a Geforce B 9999 and 4096 Go of RAM!!!! Indeed, this game to be the funniest ever. Grigori Perelman will be teh ultimate pwner, but he doesn't like to win, he prefers be out of the ladder, because it is enough everybody knows him as the ultimate pwner . [ September 01, 2006, 11:50 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 1, 2006 Share Posted September 1, 2006 No, aka_tom_w, like in ASL, you will have to do some of the math calculation ; it includes calculating ballistic caracteristic of each bullets,solving fluid mechanics non linear differential equation, estimating when your soldier will get tired according to their physionomy, social condition ,what they ate before the battle, calculating LOS thanks to the non Euclidian Geometry ,computing the quantum states with matrixes, using string theory to blow up the enemy's AI (but prepare to be striken with the P=NP problem ) and don't forget your 256 dices of different colour. Each dice have 21 and 1/5 sides !!! The rest is calculated by a quad Intel Penthatlum VII with a Geforce B 9999 and 4096 Go of RAM!!!! Indeed, this game to be the funniest ever. Grigori Perelman will be teh ultimate pwner, but he doesn't like to win, he prefers be out of the ladder, because it is enough everybody knows him as the ultimate pwner . [ September 01, 2006, 11:50 AM: Message edited by: Darkmath ] 0 Quote Link to comment Share on other sites More sharing options...
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