mgdpublic Posted March 13, 2008 Share Posted March 13, 2008 Please tell me this is a bug. Having to watch my platoon attempt to embark/chase down a stryker that was give an order to move is just too painful to sit through for 30 secs. I know that it couldn't be possible for the developers to be so dumb to not allow a FF so what am I doing wrong? 0 Quote Link to comment Share on other sites More sharing options...
Dirtweasle Posted March 13, 2008 Share Posted March 13, 2008 FF = ? 0 Quote Link to comment Share on other sites More sharing options...
Melnibone Posted March 13, 2008 Share Posted March 13, 2008 Fast Forward or Final Fantasy? 0 Quote Link to comment Share on other sites More sharing options...
Martin Krejcirik Posted March 13, 2008 Share Posted March 13, 2008 You are right in that you are doing something wrong. You can't write a proper forum post and describe your problem clearly and politely. In case you mean Fast Forward, it is not possible as it is not possible to predict the future. 0 Quote Link to comment Share on other sites More sharing options...
mgdpublic Posted March 13, 2008 Author Share Posted March 13, 2008 I assumed that anyone who had played CM before would have known that FF meant fast forward when placed in context with "during turn." Sorry. Previous versions of CM let you fast forward during the turn, why not this one? 0 Quote Link to comment Share on other sites More sharing options...
Martin Krejcirik Posted March 13, 2008 Share Posted March 13, 2008 Because the action is computed at the same time you watch it. There is nothing to skip. 0 Quote Link to comment Share on other sites More sharing options...
mgdpublic Posted March 13, 2008 Author Share Posted March 13, 2008 Wasn't it with previous versions also? Isn't it just a matter of calculating the action faster; it can't be using up so much processing power that it can't do that can it? 0 Quote Link to comment Share on other sites More sharing options...
Dirtweasle Posted March 13, 2008 Share Posted March 13, 2008 I recently had someone write FFS, and could not figure what reason they were talking about a Fast Frigate Stealth... As for Fast Forward it has to do with the CMx1 being purpose built for WEGO style turn based gaming and CMSF being more like WEGO on top of RT (Real Time) style gaming. 0 Quote Link to comment Share on other sites More sharing options...
Melnibone Posted March 13, 2008 Share Posted March 13, 2008 Originally posted by mgdpublic: Wasn't it with previous versions also? Isn't it just a matter of calculating the action faster; it can't be using up so much processing power that it can't do that can it? The first turn in WEGO CMSF is akin to the blue bar phase of the previous games. 0 Quote Link to comment Share on other sites More sharing options...
mgdpublic Posted March 13, 2008 Author Share Posted March 13, 2008 I understand I guess. If I wanted real time I could always buy Close Combat. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted March 13, 2008 Share Posted March 13, 2008 Originally posted by mgdpublic: I understand I guess. If I wanted real time I could always buy Close Combat. It's going to be ok. You will get through this, one day at a time... ... one day at a time... 0 Quote Link to comment Share on other sites More sharing options...
Pvt. Ryan Posted March 13, 2008 Share Posted March 13, 2008 Try this: Close your eyes or leave the computer while the turn plays out the first time. This is equivalent to watching the blue bar while the computer crunches numbers in CMx1. Then watch the replay and you will have the ability to FF or skip the entire turn by hitting the red button. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted March 13, 2008 Share Posted March 13, 2008 Pvt. Ryan, That was good! Thanks for the laugh! Regards, Ken 0 Quote Link to comment Share on other sites More sharing options...
Dirtweasle Posted March 13, 2008 Share Posted March 13, 2008 I actually get up and walk around a bit, check on the kid, chat with the wife a bit. Odd such a little thing makes a difference in playing the game, but it does. Just another straw though, surely the camel can take one more. 0 Quote Link to comment Share on other sites More sharing options...
Roter Stern Posted March 13, 2008 Share Posted March 13, 2008 The post makes for a funny read, if you come up with creating meanings for the mysterious "FF"... I know that it couldn't be possible for the developers to be so dumb to not allow a Furry Ferret so what am I doing wrong?Personally I find it really cute how instead of praising Battlefront for getting rid of the Blue Bar of Infinite Doom, people actually manage to criticize them for not inventing a Time Machine ... good times. [ March 14, 2008, 03:33 AM: Message edited by: The Louch ] 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted March 13, 2008 Share Posted March 13, 2008 Heh... haven't seen a new recruit for the Blue Bar Brigade in a while mgdpublic, I understand I guess. If I wanted real time I could always buy Close Combat. The reasons for going with a RealTime game engine can basically be summed up like this (in order of importance): 1. Once the engine is built around a time concept it can not be converted. WeGo is inherently possible with a RealTime engine, but a RealTime game can not happen if the engine is WeGo. If you were to stake 3 years of development time and another 5 years of subsequent use of a game engine that could only do WeGo or one that could do both WeGo and RealTime, which one would you choose? If you say "WeGo" me thinks you aren't really taking the question seriously 2. Many of the shortcomings, hacks, and other things that were quite unpleasant for us in CMx1 were directly tied to the fact that the game engine was inherently WeGo. Switching to RealTime allowed us to avoid these problems again and opened the door to a ton of improvements to the inherent simulation that CMx1 couldn't even dream of having. 3. A turn now only takes 1 minute to compile and watch, no matter what. In CMx1 it could take several minutes of compiling per turn, which meant that whatever time you gained by fast forwarding in the early turns (where little might be happening) and the rest of the game (the action filled part) was likely eclipsed by the time lost to longer turn compiles. Remember, you can not think of the turn compile times as they are now on hardware made 5-7 years after the game itself, rather you have to remember what it was like back in 2000 on the hardware the game was originally written for. Rune made scenarios that took 20 minutes PER TURN to compile, for example. Same situation in CMx2 would be 1 minute. So there you have it. And what is sacrificed for all this power and flexibility? On turns that don't appear to have anything interesting to watch you have to watch them anyway instead of fast forwarding and, perhaps, rewinding when you realize that something interesting did in fact happen. Seems to me a clear case of the pros utterly crushing the cons. Steve 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted March 14, 2008 Share Posted March 14, 2008 Parsing battlefront? That didn't parse. Praising battlefront, I assume? Just your neighborhood grammar police... 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted March 14, 2008 Share Posted March 14, 2008 Just so long as nobody comes to bury Battlefront, not to parse them.... 0 Quote Link to comment Share on other sites More sharing options...
JP76er Posted March 15, 2008 Share Posted March 15, 2008 I have no military experience, thus a newbie. I've seen this but I believe I mistakenly set my movement way points after I checked my squad's equipment. Didn't change back to the vehicle. Not sure if this is the explanation but I have done it (stupidly of course). 0 Quote Link to comment Share on other sites More sharing options...
Tactical Wargamer Posted March 15, 2008 Share Posted March 15, 2008 Originally posted by Battlefront.com: Heh... haven't seen a new recruit for the Blue Bar Brigade in a while mgdpublic, </font><blockquote>quote:</font><hr />I understand I guess. If I wanted real time I could always buy Close Combat. The reasons for going with a RealTime game engine can basically be summed up like this (in order of importance): 1. Once the engine is built around a time concept it can not be converted. WeGo is inherently possible with a RealTime engine, but a RealTime game can not happen if the engine is WeGo. If you were to stake 3 years of development time and another 5 years of subsequent use of a game engine that could only do WeGo or one that could do both WeGo and RealTime, which one would you choose? If you say "WeGo" me thinks you aren't really taking the question seriously Steve </font> 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted March 15, 2008 Share Posted March 15, 2008 RCMP, So there is no way to have a WEGO system in a further patch on addon module?Err... not sure what you mean because CM:SF already has WEGO since WEGO simply means a system that allows two sides to issue their orders and have them simultaneously executed. This is the opposite of IGOUGO where each player moves and executes in one action. Therefore, your question, as written, makes no sense. I'll go out on a limb and assume that what you really meant to ask was: "So there is no way to have the action precompiled (aka Blue Bar) in a further patch or addon module?" The short answer is no. No to Module because a Module by definition won't introduce significant game wide changes. That's what Titles (the primary releases) are for. But also no because it isn't worth the development time to kludge* the code into working less efficiently regardless. If that's not what you meant, rephrase Steve * kludge is a technical word meaning horribly hacking something so that it kinda works, but likely involves tons of problems which require rounds of testing/fixing and perhaps not even working very well even after. 0 Quote Link to comment Share on other sites More sharing options...
JP76er Posted March 15, 2008 Share Posted March 15, 2008 Hey!! I was a telecomm engineer before I retired with MS, we used to have lot's of "kludging" going on. A lot of bludgeoning too. 0 Quote Link to comment Share on other sites More sharing options...
Ooog Posted March 16, 2008 Share Posted March 16, 2008 Originally posted by Battlefront.com: RCMP, </font><blockquote>quote:</font><hr />So there is no way to have a WEGO system in a further patch on addon module?Err... not sure what you mean because CM:SF already has WEGO since WEGO simply means a system that allows two sides to issue their orders and have them simultaneously executed. This is the opposite of IGOUGO where each player moves and executes in one action. Therefore, your question, as written, makes no sense. I'll go out on a limb and assume that what you really meant to ask was: "So there is no way to have the action precompiled (aka Blue Bar) in a further patch or addon module?" The short answer is no. No to Module because a Module by definition won't introduce significant game wide changes. That's what Titles (the primary releases) are for. But also no because it isn't worth the development time to kludge* the code into working less efficiently regardless. If that's not what you meant, rephrase Steve * kludge is a technical word meaning horribly hacking something so that it kinda works, but likely involves tons of problems which require rounds of testing/fixing and perhaps not even working very well even after. </font> 0 Quote Link to comment Share on other sites More sharing options...
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