Manoi wrote (View Post): | ||||||
the problem is to find a compromise between single and multiplayer. |
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Single players should choose CC2, CC3, COI, or CCMT and avoid CC4, CC5, WAR, TLD, LSA, PitF, and GTC. |
johnsilver wrote (View Post): | ||
There is a theme at play there and it goes beyond small/large maps. |
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Perhaps, I just don't have the energy to get that determined, one way or another.
With not too much work, a single player could put CC5 in play by cutting down a few maps and re-locating the corresponding victory locations. |
dj wrote (View Post): |
Listen, we ran numerous surveys in the past and the majority of people prefer Single Player vs AI. Not because they don't like Muliti-player / H2H, it is because they have issues with networks, security, slow internet connection, they are not allowed to use employer's PC to dial-in to game networks, etc. Or people are just too busy and only have time to play quick 15 minute battle.
Yes I think only the original CC2, CC3 and maybe CC4 are the only games suitable as is for AI gameplay. Ever since CC5 it has fallen off a cliff and AI has only gotten worse with the re-writes. Some mods are barely playable against AI but not many. |
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CC producers, developers, and modders, have simply ignored the modern trends to single player game play. |
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“There’s more problems with the old engine than Close Combat fans realise, probably,” McNeil says. “The UI, for example, is completely impenetrable. Place a first-time player in front of Close Combat 3 today. It will probably be 10 minutes before they get a rifle team to move.” |
Nomada_Firefox wrote (View Post): |
How many maps do you go to add? how have you avoided the limits from GTC? because clearly some rows are set forever for some settings and if you move them, it will give you errors. In fact, I´m not sure if more maps, arrows and connections than the original can be added. Less, probably yes but more........who knows.....because I do not know at this moment. Other question. Do you use the Bloody First map editor for your maps? Steve told how it can export a image from the terrain and other from the objets for improve manually the maps. But I suppose how it can be used for other CC maps. |
Nomada_Firefox wrote (View Post): |
You do not know the true and you are being too hard. You should read more..... |
Stwa wrote (View Post): |
Matrix as a business is very successful and they will not be made or broken based on the performance of the various CC titles. |
Nomada_Firefox wrote (View Post): | ||
...if you had read the interview, the unique interview about Bloody First. You had read this.
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Ivan_Zaitzev wrote (View Post): |
Maybe you should take your discussion to another topic and leave this one for the Stalingrad mod. |
Manoi wrote (View Post): |
I will begin a new thread about Angriff! in the GTC section.
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Stwa wrote (View Post): |
The options for the producers were as follows: Use smaller maps, re-code the AI, or attract multi players back to the CC franchise. Using smaller maps is not an option because in so doing you break the campaign game. But if you use large maps, that breaks the AI. So, the only solution left is more multi players. |
Stwa wrote (View Post): |
The options for the producers were as follows: Use smaller maps, re-code the AI, or attract multi players back to the CC franchise. Using smaller maps is not an option because in so doing you break the campaign game. But if you use large maps, that breaks the AI. So, the only solution left is more multi players. |
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Published on 1 DEC 2010 12:14pm by Scott Parrino
WG: For Steve, were there any big hurdles to clear in programming when doing the remakes of the older Close Combat titles? Steve: The biggest programming challenge is the size and age of the Close Combat code base. This is a game engine that is some 15 years old now, has been through roughly a dozen major releases, and has been worked on by a lot of different developers over the years. There is a fair bit of baggage, as the engine was originally designed for Mac and Windows cross-platform development, and there are some design compromises, as it needed to perform well, in real-time, on the hardware available 15 years ago. So fitting new features into the existing structure can be a challenge, and some of the existing components can be tricky to modify. As a result it’s sometimes preferable to just re-write a whole component from scratch, and of course this takes extra time. |
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I don't use the TBF editor for some reasons, I think it's not the best tool to make 2D maps even if it is possible. I' working with blender and photoshop. |
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