Author |
Message |
Topic: Common Myths and CC game design |
Range10
Replies: 2
Views: 2831
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Forum: The Mess Posted: Mon Jan 26, 2015 7:25 pm Subject: Common Myths and CC game design |
Here is some 'myth busting" for a beautiful Sunday morning. Some of the references could enrich debate here in the Forums.
http://ftr.wot-news.com/2013/09/05/common-myths-about-wwii/
Enjoy. |
Topic: Question to community to balance the mod |
Range10
Replies: 6
Views: 5098
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Forum: The Mess Posted: Tue Jan 20, 2015 1:00 am Subject: Re: Question to community to balance the mod |
The point I took from your answer was that no matter what the setting, forces, etc., the H2H mode was always going to result in a tougher fight. |
Topic: Question to community to balance the mod |
Range10
Replies: 6
Views: 5098
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Forum: The Mess Posted: Mon Jan 19, 2015 7:31 pm Subject: Re: Question to community to balance the mod |
Platoon Michael's answer is probably as good as any, but it sure tells you something about the quality of the AI.
Getting the CC AI to a new level would dramatically improve the overall product and bring new life to the community. |
Topic: Post your Strategies! |
Range10
Replies: 42
Views: 30903
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Forum: The Mess Posted: Tue Dec 16, 2014 3:05 am Subject: Re: Post your Strategies! |
Platoon Michael,
Thank you for this information. It very useful in the discussion of strategies and confirms the suspicion that the CC AI is formulaic and predictable.
My question is - Could the good folks on these forums, who have enjoyed the CC franchise and would like to see it improve, come up with a better solution?
Clearly H2H allows for more flexibility, enterprise, creativity, etc. But for many of us, due to crazy time schedules and other challenges, playing against the AI is how we know CC.
What if the forum could develop a 'super AI?' Something that CC fanatics could play against on line whenever the opportunity allowed. Something that 'learned' from playing human opponents and got progressively better much like a chess player does by seeing lots of moves and counter-moves. In the era of 'big data' and 'Watson,' it would seem that a cloud hosted AI could develop really challenging tactics for every map and every scenario and then combine that with knowledge of how particular players set up, use terrain, attack/defend, etc. etc.
You could log on at any time of the day, from anywhere, enter the CC title and battle/campaign desired, and go for it. I'd pay for membership in that. |
Topic: Post your Strategies! |
Range10
Replies: 42
Views: 30903
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Forum: The Mess Posted: Sun Dec 14, 2014 10:10 pm Subject: Re: Post your Strategies! |
Does anyone have ideas to make the AI decision making any better? I understand the approach of making the AI's troop quality better and so forth, but that does not up the level of decision making, does it? |
Topic: Fury |
Range10
Replies: 67
Views: 49412
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Forum: The Mess Posted: Sun Dec 14, 2014 7:30 pm Subject: Re: Fury |
Thanks again, Crackwise. Sarcasm appreciated.
But one of your critiques is ironically close to reality.
"2) If you have 4 tanks and the enemy has 1 tank, approach the enemy just by rolling straight ahead. You should consider a flanking maneuver only if you lose half of your tanks."
Unfortunately, there were a lot of commanders who did just this. Many of the battles in Operation Goodwood show this cavalry charge mentality.
And the AI in GTC is not much better. |
Topic: Fury |
Range10
Replies: 67
Views: 49412
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Forum: The Mess Posted: Thu Dec 11, 2014 5:38 am Subject: Re: Fury |
Wasn't Tiger 131 the tank Churchill sent the SAS or the like to go capture?
And the Germans tried hard to destroy it so that the Brits could not do a complete assessment.
(Also, vobbnobb, how do you post 2 days into the future? Today is the 9th of December and your post says the 11th. That's pretty cool.) |
Topic: Gateway to Caen v1.01 Patch + Bug Reports |
Range10
Replies: 50
Views: 53500
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Forum: Close Combat Gateway to Caen Posted: Wed Dec 10, 2014 3:32 am Subject: Re: Gateway to Caen v1.01 Patch + Bug Reports |
This GTC 'bug' may have been addressed already (and if so, please tell where the fix resides), but using the shift key to map out multiple way points for a single unit results in other, unrelated units, making the same moves.
Very problematic when the 'tag along' unit walks right out into a 'kill zone.'
I'm sure the problem is me, but if anyone has seen this before (or better, knows how to prevent it), I would love to learn about it.
Thanks. |
Topic: LOOKING FOR MOD IDEAS FOR PITF AND/OR GTC |
Range10
Replies: 36
Views: 21581
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Forum: Modding Workshop Posted: Sat Dec 06, 2014 5:07 am Subject: Re: LOOKING FOR MOD IDEAS FOR PITF AND/OR GTC |
Besides, I would also like to see british against japan, say a malaya campaign...
Excellent idea. Also, Crete and others where good soldiers were lost because of bad leadership. CC could become a great platform for serious alternate history buffs.
Percival's failures are legend. "British Prime Minister Winston Churchill called the ignominious fall of Singapore to the Japanese the "worst disaster" and "largest capitulation" in British military history"
I'd bet that everyone on this forum could have done a better job. |
Topic: LOOKING FOR MOD IDEAS FOR PITF AND/OR GTC |
Range10
Replies: 36
Views: 21581
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Forum: Modding Workshop Posted: Wed Dec 03, 2014 4:29 am Subject: Re: LOOKING FOR MOD IDEAS FOR PITF AND/OR GTC |
Early Blitzkrieg series - Invasion of Poland, Invasion of France, hypothetical Operation Sea Lion |
Topic: Let's Play Close Combat A Bridge Too Far - Allied Camp Vet |
Range10
Replies: 31
Views: 28946
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Forum: Close Combat 2: A Bridge Too Far Posted: Thu Nov 27, 2014 5:20 pm Subject: Re: Let's Play Close Combat A Bridge Too Far - Allied Camp V |
Thank you, TIK, for reminding us about how good an offering CC2 is. Really worth revisiting, with an AI that is not quite as formulaic as the most recent CC products.
Do you, or does anyone know of a mod where the basic CC2 game is not changed, but the graphics have been updated and some of the later features (orienting units, wrecked vehicles remain in place, etc.) incorporated? |
Topic: Let's Play Close Combat A Bridge Too Far - Allied Camp Vet |
Range10
Replies: 31
Views: 28946
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Forum: Close Combat 2: A Bridge Too Far Posted: Sun Nov 23, 2014 3:38 am Subject: Re: Let's Play Close Combat A Bridge Too Far - Allied Camp V |
Mooxe --Multiple Panthers moving in formation, a Tiger moving at speed and traversing its turret, and the King Tiger as a backdrop at least in two segments of the film. |
Topic: Let's Play Close Combat A Bridge Too Far - Allied Camp Vet |
Range10
Replies: 31
Views: 28946
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Forum: Close Combat 2: A Bridge Too Far Posted: Sat Nov 22, 2014 7:01 am Subject: Re: Let's Play Close Combat A Bridge Too Far - Allied Camp V |
For those who love the history of this campaign as well as the CC game, if you haven't seen it, recommend you find and watch "There's is the Glory."
This is a movie (2 hours) done by the Brits directly after the war (1946). It is filmed in Arnhem and you can see the devastation. The filming used no actors and no sets, so they filmed this reenactment right in the same buildings and terrain.
Most incredible are the German equipment used in the movie. They must have had this stuff lying all over the place. You see them driving multiple Panthers around and appear to fire a PIAT at one of them. If they only knew how valuable that tank would be today, they could have sold it at auction and paid down part of their debt.
But the best visual comes late in the film. A Pzkw VI B, and they blow it up. |
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