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I am actually liking the new infantry behavior of canceling the move and running for cover. |
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Sholdn't the flares flicker in reality? |
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what I'd really like to know is that do the matrix people actually play this game in Single Player mode at all? |
vonB wrote (View Post): |
The Community has got to switch off any expectation they may have regarding the Core AI System. Maybe a tweak here or there. Maybe. |
Tejszd wrote (View Post): |
2. Make timer not stop when Alt+TABbing out of game. Already can be done if desired by running the game in windowed mode |
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As with any GAME the only way to get a hard AI is to stack the game to the AI's favor |
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but if you are just going to surrender might as well charge with them and get them killed to the end battle. They are gone both ways |
salhexe wrote (View Post): | ||
I've always been interested having running time out of game, I have resolved using Virtual PC, but not the best. How it can be run in windowed mode? |
platoon_michael wrote (View Post): |
I think if I can get either WAR into LSA or even better a patch that puts all the features from LSA into WAR I will be happy.
Once that's done I feel I can possibly work on the A.I. to make it a little better. TT did it I don't see why I can't. |
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TT did it I don't see why I can't. |
salhexe wrote (View Post): | ||
I've always been interested having running time out of game, I have resolved using Virtual PC, but not the best. How it can be run in windowed mode? |
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Tejszd wrote (View Post): |
TT didn't change any programming code.
He made the AI side have a huge advantage by editing the data in favour of the AI. Example; armour thickness, damage, weapon range, speed, etc. Not sure if it was TT or someone else 1st but another thing people have done to the make the AI tougher is to set the AI for a squad to guns and vehicles. An MG team coded as gun once deployed barely moves while another team coded as a half track charges around the battle map.... Though there is the down that these infantry set as guns and vehicles will not go inside buildings.... |
Tejszd wrote (View Post): |
TT didn't change any programming code. |
Tejszd wrote (View Post): |
He made the AI side have a huge advantage by editing the data in favour of the AI. Example; armour thickness, damage, weapon range, speed, etc. |
Tejszd wrote (View Post): |
Not sure if it was TT or someone else 1st but another thing people have done to the make the AI tougher is to set the AI for a squad to guns and vehicles. An MG team coded as gun once deployed barely moves while another team coded as a half track charges around the battle map.... |
Tejszd wrote (View Post): |
Though there is the down that these infantry set as guns and vehicles will not go inside buildings.... |
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If there were any significant improvements that could be made to the gameplay, it would have already happened. |
mooxe wrote (View Post): |
http://www.matrixgames.com/forums/tm.asp?m=2523575
Have to agree with many points. Boils down to this..... version 11+/- of Close Combat without any real gameplay advances = upset customer. But we have new maps and some new strategic functions hacked in, but gameplay is the same. How could they? Single player Close Combat is incredibly borring, single player beta testing out of the question. I suppose when its the same team beta testing for the past few years, they can't form an objective look to the game anymore. All they do is hunt for bugs, they are already resigned to accept Close Combat as it is. |
southern_land wrote (View Post): |
If you can't visulize the value of double stacking units on the strat map .... you sir, are the hack Now that was a nice rant! |
final-drive wrote (View Post): | ||
AFAIR, he didn't give any advantage to the AI in armour thickness and weapon's performance data. Only the amount of soldiers (and hence weapons) per team was higher for the AI. |
final-drive wrote (View Post): | ||
Indeed, but for some reason this was less of a problem in CC4 when compared to CC5. Cheers |
Stwa wrote (View Post): |
While Therion has routinely arrived at good gaming suggestions in the past, sometimes he seems to make absolutes from purely anecdotal observations of single games. |
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Even on defence, the AI is shit, enemies tend to crawl out of cover and get caught in the open. There's nothing as frustrating as setting up a map with trenches and buildings, with VLs on places with highest cover only to find out that the enemies have crawled out into the open and half of them didn't survive the preparatory fires and then get killed pretty quickly by anything because they lack cover. |
Stwa wrote (View Post): |
So, I disagree with him on his points, as I have in the past. The AI, exhibits a range of behaviors, no doubt based on circumstances related to each game. I have seen the AI camp in buildings, and camp in trenches. For modern conflicts, some seperation in the fire teams is desirable, and AI seems to attempt that. |
vonB wrote (View Post): | ||
As is likely to be the case in any game production. The development of a comprehensive and competent (and I haven't even started on inspirational...) Tactical AI would be prohibitively costly. The best we could hope for is a simple solid AI (even that's a challange!). However, eventaully a player becomes familiar with the behaviour of the AI and the challange diminishes. I even wonder how appealing a game with a good AI would be to some (if not many) players. To get beaten consistently will soon become tiresome. Ther has to be at least a prospect of winning, as well as some real victories to keep the ongoing enthusiasm. This si human nature. What is most tiresome is the stupidity of the AI, doing things that even a numpty might not choose to do. Is beating a stupid person worthy of the challange? |
southern_land wrote (View Post): | ||
So you agree do you mooxe? Does that mean you have bought the game? Torrented the game already? or are Canada's version of men who stare at goats? And talking about objective opinions take a look in the mirror. Even the terminology you use in your latest vitirolic spiel indicates the one eyed way you look at the new releases "some new strategic functions hacked in", they were programmed in, they work well and are a serious advance. If you can't visulize the value of double stacking units on the strat map, or setting entry locations for single map battles then you sir, are the hack Now that was a nice rant! |
mooxe wrote (View Post): |
I suppose if it was 1999, those would be serious advances. |
squadleader_id wrote (View Post): |
TT did change the weapons data...many weapons of the AI side were modded to be more deadly and accurate. Personally I don't like it...give the AI more soldiers, more weapons, more experienced troops and commanders...but tweaking the AI weapons is overkill! |
Tejszd wrote (View Post): |
2. Make timer not stop when Alt+TABbing out of game. Already can be done if desired by running the game in windowed mode |
Stwa wrote (View Post): |
AI WINS EVERY TIME. |
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Pzt_Kanov wrote (View Post): | ||
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mooxe wrote (View Post): |
I just beat it. |
Hoogley wrote (View Post): |
This is my wishlist for a remade engine, as posted elsewhere:
Now, S3T (or somebody) just need to fulfill my life's wishes and make a new breed of CC game with the following: * Overhead locked 3D view with wide field zoom in/out, from meters to miles. * Sprawling campaign map that covers an entire operational zone in vast detail. * Campaign map moves in real time with "time-freeze" to play out engagements as they occur. * Seamless zooming from campaign map down to battle map (the biggest pipe dream on this list!) * integrated 3D map making & campaign modding tools. The ability to add huge lists of soldiers, teams, weapons, BGs, etc. * Ability to merge/attach/detach BGs based on unit tiering from Company level all the way up to Divisional, with no BG quantity limit. Ability to attach particular unit types to combat BGs as support (like tanks, AT gun units, AA units, and so on). * Divisional support proximity determines support availability (like off map artillery, etc). * Pre-battle strategies including aerial recon, bombing runs, artillery barrages, attacking strategic targets (like supply routes, airfields, ports, etc), and the like. * Ability to organise defensive setup of units outside of battles (like digging trenches, building sandbag emplacements, etc). * Support management including supply route (truck and aerial) management and troop replacement management. * tweaks of all of the features from CC to date. Simple request, n'est pas? But that would take a professionally funded development team. God, it would be a beautiful thing; I can even see the game in my mind's eye. (drool). |
Stwa wrote (View Post): |
The AI did not crawl out of any secure positions, it only moved to take the objectives, then camped in cover waiting for ARMY. |
Hoogley wrote (View Post): |
... However, a number of other apparently illogical behaviours can be accredited to poor leadership. And I know, because I'll be the first to claim guilt. I've been playing this game for, what, fifteen years or so, and I still suck at making brilliant choices in regard to orders and tactical plans - often. Hell, it's only because of the new Don't Shoot Me! AI that I've finally learned how to issue assault moves effectively. Before that my men just got shot up and Crawl of Death'd their way to an early digital grave.
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Hoogley wrote (View Post): |
It seems to be fairly clear that one issue people have is that your men often don't do exactly as you want or asked. For me, there are two things that make CC different to the standard strategic/tactical fare:
1. There's no retarded base building and resource collecting. 2. Your men have minds of their own. These two reasons are why I'm still paying money for an outdated, tentatively surviving franchise. There is still no other game like it. COH comes kind of close, but it still falls waaaaay short of the mark. CC is the only franchise of it's kind that I am aware of. If there's others, make me aware. |
Stwa wrote (View Post): |
No, in this case the scenario designer decided there would BE NO PREPATORY FIRES.
My guess is AI intel figured that out. In this scenrio, the AI, being very clever, moves from insecure positions on the road network, to much more secure positions in the rocks. Oh, and the AI takes some objectives along the way. |
schrecken wrote (View Post): |
The British and US armed forces believe so |
schrecken wrote (View Post): |
Looking at the results in Afghanistan... I'd say yes. |
vonB wrote (View Post): | ||
Them's fighting words! That's the Spirit. If TT managed to tweak any of the Core Code, he must have done it with some inside Intel. I am not convinced he did that, but I could be wrong. I think it's an expreme case of stacking all the odds against the Human Player and weighting everything in the AI's favour, but I haven't analysed the changes, so it's just a guess... |
Therion wrote (View Post): |
You mean different from Real Time Strategies? How unusual.
You should look among tactical level Real Time Simulations, not among RTS games. From RTSims, Firefight is pretty close to CC, but has AI that can actually attack. I moved to it some time ago and I prefer playing it over CC. |
Hoogley wrote (View Post): |
And, mooxe, with all respect - because I do - I still get confused by this complaint about the re-makes being "more of the same; no great innovations". |
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it's not fun. |
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made the game unplayable |
Trogers wrote: |
It might be hard for many of those (such as yourself, I presume) who did not play the originals to understand were some of us are coming from. |
Troger wrote (View Post): |
I'll leave the re-releases for you philosophers. I'm glad you enjoy it. |
Troger wrote (View Post): |
wild assumptions
Sorry, I've never seen you before the re-releases, went for a reach and made that wild, fantastical assumption. Ownership is one thing but did you actually ever bother to play them? Lots of people who were active in the CC5 mp community don't seem to be enjoying these re-releases (can't speak for the cc3/cc2 community, cause it's dead). Those of you who lurked in the darkness, apparently playing the AI until now seem to be having no problems with them. Then again, I should expect as much, the fact that you somehow had fun playing the AI already tells me quite a bit about yourself. I'll leave the re-releases for you philosophers. I'm glad you enjoy it. |
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CC development projects since CC4 have never been about pride, but rather money, instead. |
vonB wrote (View Post): |
Pathing is not seperate from the Tactical AI, it is part of it. That is one reason why it is not a simplistic process of 'tweaking' the pathing. To do so also impacts on the Tactical AI. Change the pathing alogrithms and you change the tactical AI.
Believe me, if any of these things were simple, they would have been done long long ago! |
mooxe wrote (View Post): |
The rereleases have all been dissapointing and frustrating for me.
For over the past decade we debated over and over on how the games should advance. Now they advance, and we get the same four theatres again, plus CCMT. New features scattered throughout each game illustrating S3T's learning curve. No game combined all the must haves from the decade old debates, or all the best features of CCMT and the rereleases. Instead, time is turned back ten years and we are starting over. People set their standards so low to say atleast they are still releasing versions, its drawing attention to the game which cant be bad. You sound like beggars. Since mostly everyone on the S3T has been playing this game for over 10 years or close to it, should I expect my machine gun to take up a spot by the window? Yes. Should my tank be able to drive straight on a road for 20m? Yes. Should my firewall prevent me from playing online? No. Should the AI deploy an ATG behind a house, or tanks behind massive hedgerows? No. |
papa_whisky wrote (View Post): |
It is very sad that Mooxe who has dedicated a lot of his time and effort to maintaining this site is so very negative. |
schrecken wrote (View Post): |
Why don't tankers have their own uniforms? |
schrecken wrote (View Post): |
The uniforms for AB in WaR was a considered decision based on research... some wore those uniforms to the end of the war and/or had their new uniform altered to resemble the old. |
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Probably the last organizational wear of M42 jumpsuits in combat in WW2 was by the 504th PIR, 82nd Airborne during Market Garden (I'm already thinking of a small mod so that the 504th can wear M42 jumpsuits in LSA). |
papa_whisky wrote (View Post): |
I am glad people have a favourite, but I am always left scratching my head as to why a small subset of people so aggressively slag off the re-releases and the developer. It is as if they feel threatened by the re-releases. There was hope that the re-releases may fund an overhaul of the engine. I doubt that has become a reality, on the other hand without the re-releases the community would probably overtime fade away and die. It is interesting to note that the most dynamic contributors to the CC community that are willing to experiment and try new ideas are basically supporters of the re-releases. It is very sad that Mooxe who has dedicated a lot of his time and effort to maintaining this site is so very negative.
Yes the re-releases have flaws, yes the patches are slow in coming out, and the reason why is that the developer needs to keep getting products out to pay for the incremental improvements. Not a particularly good business model, but without capital investment that is about the only thing they can do. Are the re-releases over priced or good value for money? Probably both depending on who you are. If you have played the game for a long time and get a few improvements then yes they are probably over-priced for what you get (compared to a really good mod with loads of new maps at no cost), if you have never owned a copy then probably no and represent good value for money. If those that love the game could try to be more positive then it would make the whole CC experience (which the forums are an important part of) so much more attractive. Pointing out flaws is good. Sometimes its not just what you say, but the way it is said that in the end makes criticism constructive. If I was part of the development team that invest a lot of time and effort I would find the language used a big disincentive to continue for the little or no returns. For me personally I will be buying LSA and look forward to enjoying it. |
CSO_Linebacker wrote (View Post): |
... so that small team of volunteers continues to give their time and talents for free in an effort to complete the contract between the old Simtek and Destineer, in the hopes that they will get out from underneath the license agreement with enough resources to build something completely new from the ground up. Why? For all of you guys...the same people that ridicule and attack them for things they have no control over. The fact is, the game can't move forward until the contract is complete, plain and simple. |
schrecken wrote (View Post): |
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