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A few questions


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Okay, here I am, freshly registered.

I really loved the whole CMx1 Games, especially Barbarossa to Berlin, thus I buyed SF instantly as I had the money to do so.

I don't want to add unneeded ranting about what I don't like about the game to the forums here, I just want to say I feel very disappointed that SF follows the gaming industry trend of releasing banana products (you know, ripening in the hands of the customers...).

But I still think the engine has LOTS of potential and so I just want to record some things that stroke me as odd and of which I want to know if they will be fixed or integrated:

1.1

In my test games the Blast command didn't seem to work. I tried to make a hole into a high wall for my soldiers to move through, but the blast command made them either stop in front of the wall, doing nothing, or starting to walk around the wall to reach the other side, depending on the placement of the command.

1.2

I had a lot of problems with the pathfinding AI of my infantry, one time I remember in particular how a whole squad got wiped out because the marksman didn't manage to walk around a striker, and the rest of the unit didn't want to move without him. So they sat in the open, 5m in front of the door to their cover, and died.

So:

will there be fixes to those pathfinding and special order things? if yes, in which patch?

2.1.

I had a lot of trouble with Aircrafts being totally inaccurate. In the Base Camp Campaign, in the artillery and air support mission, I had to kill all but one tank with my headquarter unit and the javelins from one of the strykers. (one tank got killed by a stray 120mm round) While my Helicopters kept attacking an empty, but not burning bunker even if I ordered them to point attack the tanks, and my A10s just kept missing by a few 100 meters.

Is this intentional? or is this a bug?

3.1

after patching the game to 1.02 suddenly there were only the three scenarios that originally were on the second page of the list available for play, and all the other ones were gone.

Did this happen to other people? and how can I fix it?

4.1

I really miss the ability to buy my own army for a skirmish game with a point system like in the CMx1 enginge, also There didn't seem to be any objectives but "kill the enemy" in quick battle games, at least in the meeting engagements.

Will there ever be the possibility to buy my own army for a quick battle again? or will at least a random map button be reintegrated into the editor (like the one in the CMx1 engine) so one can "fake" the armybuying possibilities over the editor? (also I found that function made it alot easier to create credible topography back in CMx1)

5.1

in quick battles, and in scenarios both, the AI always behaved veeeeeeery weird. I played that small scenario where blue has 3 infantry units and a bradley and red has three infantry units, a rpg squad and a bmp (can't remember the scenarios name) for example, and instead of moving to the town centre the red force under AI control just stayed behind the wall until I occupied the centre, then started moving into town with one squad at a time, thus getting massacred as soon as they stepped into view, not making any use of cover or firing back. and the best part, the bmp just stayed back and didn't even react to the bradley that drove 5m next to him until its driver was killed (after about 20 seconds of 25mm cannon fire and anti tank rocket to the other side a minute before)

So, long story short:

when will the AI be fixed?

I want to finally use all the great possibilities the new engine promises :(

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Originally posted by cOwgummi:

5.1

in quick battles, and in scenarios both, the AI always behaved veeeeeeery weird. I played that small scenario where blue has 3 infantry units and a bradley and red has three infantry units, a rpg squad and a bmp (can't remember the scenarios name) for example, and instead of moving to the town centre the red force under AI control just stayed behind the wall until I occupied the centre, then started moving into town with one squad at a time, thus getting massacred as soon as they stepped into view, not making any use of cover or firing back. and the best part, the bmp just stayed back and didn't even react to the bradley that drove 5m next to him until its driver was killed (after about 20 seconds of 25mm cannon fire and anti tank rocket to the other side a minute before)

Gummi,

Having already designed a few scenarios to test things out, I think this is actually a scenario design error rather than a bug, at least in regards to this scenario. I played it too, same result. The problem is if the AI is set to Assault they will crawl to wherever they're going as if they were under heavy fire, tiring themselves and taking forever.

If you wanna make the scenario more interesting, 1.Open up the scenario editor

2.Click Load, Go in the Scenarios folder, Open the Al Huqf Engagement

3.On the left side click on the drop down menu where it says Mission, select A.I.

4.On the left side select Plan 1 (Red)

5.Click on the drop down menu that says Setup and select Order 2

6.On the drop down menu below that where it says Assault, change it to Advance

7.Click save at the top then load up the scenario again

The AI will now advance much more rapidly. This can be applied to any scenario where the AI exhibits this crawling assault. I think this is an AI behavior the devs will likely adjust in the future, but right now this is the easiest way around the issue. However if your troops meet the AI's while they're still advancing odds are you will still cut them down, sadly it's hard to teach a computer bounding overwatch style advance at higher than just a single squad.

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Oh damn, well okay must've sounded pretty ridiculous then :rolleyes:

so yeah "struck" was what I was aiming for originally

(though one could be stroken by odd things too, couldn't o...oh forget it)

@Hawkmek

no offense taken ^^

oh and while I'm at it, asking for corrections, could there be some kind of...translation patch for the german version? I couldn't decide between laughing and crying while trying to read the printed manual (but the pdf to my surprise was readable), but the translations in the game are so awful that it really hurts to play in german.

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Guys (and girls), just to add my four cents worth. I've taught advanced English part-time to adult foreign students and business execs from all over the world for several years. People from South America, Russia, China, Japan, all over Europe, the works. And you know, the ones that have almost the hardest time getting to grips with the language are US Americans. Honestly. They're pretty damn hopeless. Almost beyond help.

But even worse - the worst by far- are Australians. They really don't get it at all.

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US Americans? As in WE Americans? Or United States Americans? As opposed to, say, Argentinians?

Being an proper, real, genuine Englishman myself, I am afraid I have not bothered to learn ANYONE elses language, so I tip my hat to anyone who tries to learn English as a second language. And that includes Americans... And maybe even Australians!

Tim

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