close Posted February 17, 2002 Share Posted February 17, 2002 Seems like the quick battle with human unit selection should allow both humans to see the map prior to selection. Scenarios that allowed human unit selection would be nice as well. Three emails to complete a turn. Can't see any reason that it couldn't be done in two other than it would make the programers have to reorder some stuff. See results of previous move, compose next move and send. Vehicle speed and acceleration don't seem to be affected by grade. Seems like I should be able race down a hill and struggle to go back up it. Infantry should be similarly affected, but probably not speed as much as fatigue. Perhaps this happens but from the scenarios I've played It's not clear. Escape key shouldn't minimize program. It should behave like spacebar. Selecting a unit path should select the unit. If I run a group of vehicles to a distant location and then want to fine tune their positions at the end I have to keep panning back to the start location to select the unit then to the destination to make the adjustment. Trails of open ground where a forest transitions to scattered trees, and most other terrain transitions doesnt make sense. (Other than open ground graphics being easier to glue together.) 0 Quote Link to comment Share on other sites More sharing options...
kmead Posted February 18, 2002 Share Posted February 18, 2002 First and for most, CMBO is done. BTS has not made any upgrades since 1.12 which dates from Feb of 2001. They have stated that they wil not make any further cahnges to CMBO. We all agree that this is a regretable state of affairs, as this means we will have to wait until the new engine to see any improvements to the Western theatre of operations (well France to Germany, a future installment will cover the Mediteranean and another will cover Germany to France the early war). Hopefuly after the new engine is done we will see a revisit of the time from Overlord to Berlin. Now on to your post: Close wrote: Seems like the quick battle with human unit selection should allow both humans to see the map prior to selection. Scenarios that allowed human unit selection would be nice as well. Yes this would be nice, I may be wrong but CMBB may offer his facility. Three emails to complete a turn. Can't see any reason that it couldn't be done in two other than it would make the programers have to reorder some stuff. See results of previous move, compose next move and send. This feature was created to ensure that there was no way to cheat. Agreed, it is a bit frustrating, but due to the nature of the game play it was the only way to create a cheatless game. What you are suggesting would allow you to rerun the turn multiple times until you got the result you desired. This has been discussed ad nauseum and a search in the 1999 and 2000 archives will result in a number of interesting similar attempts to reorder the process. If you are interested in speed, play TCPIP and you will never complain again. Vehicle speed and acceleration don't seem to be affected by grade. Seems like I should be able race down a hill and struggle to go back up it. Infantry should be similarly affected, but probably not speed as much as fatigue. Perhaps this happens but from the scenarios I've played It's not clear. I don't recall what happens in the game in regards to hills and the speed of uints. Keep in mind that the vehicles and their apparent motion are an abstraction and do not really represent actuallity. I am sure another poster will happen along to expound upon this at length. Escape key shouldn't minimize program. It should behave like spacebar. Umm, why? The escape key is way off in left field and on most keyboards is very small. The space bar is used alot and both lefties and righties need to use it. The space bar is large and equally available, I think the spacebar is the correct tool for the job in this interface. Selecting a unit path should select the unit. If I run a group of vehicles to a distant location and then want to fine tune their positions at the end I have to keep panning back to the start location to select the unit then to the destination to make the adjustment. I don't think anyone will quibble on this one. We all would like better ways of choosing units and adjusting the paths that we direct them on. I hope something is being done for CMBB that will improve things in this area. BTS has spoken at length about what will be in CMBB, I don't recall anything about this, but I haven't been following things clsoesly of late. Perhaps another person will comment. Trails of open ground where a forest transitions to scattered trees, and most other terrain transitions doesnt make sense. (Other than open ground graphics being easier to glue together.) Actually this replicates trials in the forest and are very useful for getting your armor around and about. So, they do make sense and idicate the various transitions seen in real forests. [ February 17, 2002, 06:40 PM: Message edited by: kmead ] 0 Quote Link to comment Share on other sites More sharing options...
Madmatt Posted February 18, 2002 Share Posted February 18, 2002 In CMBB you can now select a unit by clicking it's movement line. In time you will get VERY used to the Escape key, trust us on that one. Three emails is done for security in PBEM. This keeps one player from cheating by re-rendering a turns results over and over again. Madmatt 0 Quote Link to comment Share on other sites More sharing options...
close Posted February 19, 2002 Author Share Posted February 19, 2002 I don't know where these archives spoken of are, so I'm probably going to get blamed for bringing up a dead topic but, two emails once you are started: Allied player: enters password. Watches movie of turn 1 Enters allied turn 2 orders Sends { turn 1 movie Turn 1 game state Allies turn 2 orders } Axis player enters password Watches turn 1 movie Enters axis turn 2 orders. computes turn 2 movie and turn 3 game state but like now is not alowed to watch movie send { turn 2 movie turn 3 game state } Allied player: enters password watches turn 2 movie enters turn 3 orders send { turn 2 movie turn 3 game state Allies turn 3 orders } axis player: eners password watches turn 2 movie enters axis turn 3 orders compute but not watch turn 3 movie and turn 4 gamestate send { turn 4 gamestate turn 3 movie } and so forth. If you assume neither player breaks the passwords ( which you have to assume with current system too.) then, I can't see how either player can do anything more than oops I lost my email and hope the opposing player didn't keep a copy. Even so this would seldom help that player any more than the other. Two emails (1 exchange ) per turn. Both players get same apperance of see last turn, make next orders on every email. Why not? 0 Quote Link to comment Share on other sites More sharing options...
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