Give me 5 reasons to buy WaR?
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Close Combat Series -> Close Combat Wacht am Rhein

#21:  Author: TejszdLocation: Canada PostPosted: Sat Nov 01, 2008 2:32 am
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CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....

#22:  Author: Nomada_Firefox PostPosted: Sat Nov 01, 2008 2:56 pm
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Tejszd wrote:
CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....

Yes.

About 5 reasons for buy this game.

-IA is a 200% better than on previous CC games.

-Vehicle movement is perfect.

-Game has 64 maps, 21 are new and bigger.

-Strategy map is realistic with WAR operation.

-All the game can be modded easiest.

And probably I can add more but I think that they are the most important.

#23:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Nov 01, 2008 5:43 pm
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Nomada_Firefox wrote:


About 5 reasons for buy this game.

-IA is a 200% better than on previous CC games.


I wouldn't say 200%...but it is better than previous CC...but only on defense. On attack...maybe we need to experiment on some vetmods Smile

Quote:

-Vehicle movement is perfect.

Better...but still not perfect.
Tanks and SP Guns still turn or rotate to the wrong direction without good reason.

Quote:

-Game has 64 maps, 21 are new and bigger.

-Strategy map is realistic with WAR operation.

Agree with ya there! The game can also now accomodate 8 Nations at once (with individual rank gadgets, soldier uniforms and voices)...that's a huge improvement!

Quote:

-All the game can be modded easiest.

And probably I can add more but I think that they are the most important.


But we'll have to wait for the tools to be upgraded to support WAR.
Stratedit don't work...even the trusty BTD Edit won't work anymore (WAR's BTD file format is text now).
Also tools and converters for soldier uniforms editing.

#24:  Author: AT_Stalky PostPosted: Sat Nov 01, 2008 6:01 pm
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Why shange the Btd to txt??? We had EXCELENT WYSIWYG tools for Btd, hmm, have the development team a new VL tool for this new format... Or one in pipline?? And if not, why is something that works (Btd edit) changed? Or maybe the btd edit is really simple to convert to read-wright txt?? Any ideas or info on this from the dev-team??

The 64 maps is an strong improvement, but, we need the strat tool to work for WaR if it WaR shall be seen as "mod friendly". I really hope we see a fix for this, lets give it some time.

#25:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Nov 01, 2008 6:06 pm
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BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad

#26:  Author: AT_Stalky PostPosted: Sat Nov 01, 2008 6:15 pm
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Yah, I agree, and the Btd tool worked soooooo good, and one saw exact where one placed the VL and what value it had, and also to wich map the VL connects to (green number)...

A print screen from using the tool:

#27:  Author: CSO_Talorgan PostPosted: Sun Nov 02, 2008 11:05 pm
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Sapa wrote:
it is my wife who arguments about buying the game


If you sold her would you have enough to buy the game?!

Wink

#28:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:05 am
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Tejszd wrote:
CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....


A full on guide will take more free time than I have right now, but...

Probably sometime next week I will be uploading some psd files and spreadsheets that show everything you need and how I organized it for doing a stratmap.

#29:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:09 am
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squadleader wrote:
BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad


It may not be fun, but it doesn't take very long, and is not very hard either.

#30:  Author: TejszdLocation: Canada PostPosted: Mon Nov 03, 2008 12:20 am
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For BTD's I would think between the development team and or Mafi we might be able to keep using BTDedit or have something similar....

#31:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:47 am
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Tejszd wrote:
For BTD's I would think between the development team and or Mafi we might be able to keep using BTDedit or have something similar....


I think something is in the works.

#32:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Nov 03, 2008 1:18 am
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CSO_Linebacker wrote:
squadleader wrote:
BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad


It may not be fun, but it doesn't take very long, and is not very hard either.


But BTDEdit is definitely more user friendly and 100x easier Wink
Good to hear that you guys have a replacement/alternate BTD Editing tool in the works...

#33:  Author: AT_Stalky PostPosted: Mon Nov 03, 2008 10:48 am
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Ya simple conver the file format in btd edit would be apreciated.

#34:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 5:39 pm
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AT_Stalky wrote:
Ya simple conver the file format in btd edit would be apreciated.


There is one, but it can be a bit buggy. Schreck has never had a problem using it, and I have never got it to work.

I told Jim while we were doing the Stratmap, the people were going to hate having to do this manually...we liked it because you have free license to do whatever you want....and didn't find it terribly annoying.

One thing that breaking from Stratedit and having all of the data in the text file has done, is to remove size constraints that were previously in place. In the past, you always had to make the StratMap image 1708 X 1129 period. Now, you can make the StratMap image whatever size you want. Want to make a small campaign with 10 maps on the Stratmap? You could make the Stratmap image 800 X 600 if you want. Sky's the limit.

I'm also not sure that has been pointed out specifically either. The map limit on the stratmap is 64, but you can make a stratmap with any number of maps up to 64. Map a 2 map stratmap, make a 15 map stratmap, etc.

#35:  Author: AT_Stalky PostPosted: Mon Nov 03, 2008 6:01 pm
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So you also can have any number of maps up to 64 in WaR... So that "flexible number" is not really a improvment compared to CC5.. no? As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or? But WaRs 64 map MAX thats a strong improvement..
The size is WaR is flexible, thats a improvement, good info LB. Keep info flowing!

About BTD; Mafi is a software genious, maybe he has a idea, or even some BTD fix in pipline?? That bee cool...

#36:  Author: CSO_Linebacker PostPosted: Tue Nov 04, 2008 1:33 am
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AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

#37:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Nov 04, 2008 1:58 am
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CSO_Linebacker wrote:
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

You didn't know that? In CC5, 44 maps is max...but you can make a stratmap with less maps easily. You can even make stratmaps with just 1 map (like DAK_Legion's pocket mod series).
An example of a "mini CC5 Stratmap" would be CC5: Khalkin-Gol mod.

How did modders make these smaller Stratmaps? The nice WYSIWYG tool called StratEdit that we can't use anymore for WAR Wink

#38:  Author: TrogerLocation: L4W's place, Australia PostPosted: Wed Nov 05, 2008 4:32 am
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Well you have the improved tank pathfinding (possibly improved that is)... um, amazing new 'kewl' factor.. your infantry units will never follow your commands and shout 'enemy spotted' and duck for cover every millisecond...

#39:  Author: schreckenLocation: Sydney, Australia PostPosted: Wed Nov 05, 2008 5:39 am
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Hi trogs...how ya going

#40:  Author: Stwa PostPosted: Thu Nov 06, 2008 11:43 am
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squadleader wrote:
CSO_Linebacker wrote:
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

You didn't know that? In CC5, 44 maps is max...but you can make a stratmap with less maps easily. You can even make stratmaps with just 1 map (like DAK_Legion's pocket mod series).
An example of a "mini CC5 Stratmap" would be CC5: Khalkin-Gol mod.

How did modders make these smaller Stratmaps? The nice WYSIWYG tool called StratEdit that we can't use anymore for WAR Wink



Hi, its been a long time since I fiddled with the strat stuff. But I think You are right about including all 44 areas. You can probably re-define thier sizes and screen locations and use RTB to hide the ones you don't need.

Also, you would do the same with the extra diamonds. By putting diamonds in the same location. I believe the last one listed in the same location will be the one used of the unit icons, etc..

Also, I think index.mpi will have to be populated as well, but in the slots you are not using you can just put the bootcamp map name or something.


Anyway, hope this info is correct.



Close Combat Series -> Close Combat Wacht am Rhein


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