Pzt_Kanov wrote (View Post): |
multi storey walls in tLD have a movement reduction for infantry that makes the sodliers go out and run by the street and get massacred instead of following a path of a row of buildings. I much preferred 'normal' CC buildings, yeah the soldiers go through walls, but the AI currently isn't that advanced that they can learn to use doors, so if you code walls impassable or have them reduce movement, it becomes a huge mess in urban maps. |
Stwa wrote (View Post): | ||
Perhaps, its a matter of taste. But I still use CCMT elements, and of course, the points you mention sound like game FEATURES to me. In old CC5 you could run down the row of buildings, not good. Now, they correctly leave the building and re-enter somewhere else. Its a blast to play on the small CC4 maps, nowdays, because of this feature alone. Also, I have basically one modern urban map (its Desert), and my observations do not account for this massacre you describe, and in particular I do not see the AI having any difficulty at all entereing or leaving buildings or setting up machine guns, etc... |
schrecken wrote (View Post): |
walls take 3 x longer to go through than doors... so the men usually choose doors |
davidssfx wrote (View Post): |
As for CCMT elements ... try moving teams through a map like Bayeux, with that elements file. |
Stwa wrote (View Post): | ||
Well, I am not trying to tell anyone what elements they should use or like. Also, the map coding itself can be the issue much of the time. Custom maps from CC2-CC5 era alwasy seemed to be the main culprits. Thats one of the reasons why I wanted to collect original CC maps first for my CCMT map collection. But, I have played on many URBAN type maps. Or village maps. That was the point I was making. Many, many, CC4, CC5, and I have a nice thread in CCMT forum on a really nice CCMT Urban map that works flawlessly IMHO. |
davidssfx wrote (View Post): |
Hi Stwa, I don't have CCMT ... so am not sure what results you get when using the elements file from that version of CC. When I said: "As for CCMT elements ... try moving teams through a map like Bayeux, with that elements file" ... I was wondering if you could do this and relate what results you get. From what I've heard (thanks to explanations from Neil) about CCMT ... it is based on modern combat, and so was coded to represent a high level of realism regarding movement through buildings. |
Cathartes wrote (View Post): |
davidssfx-- great post.
Your element file is working great. It feels like soldiers are taking a reasonable amount of time to move through and take positions in buildings. It slows movement down a tad in dense urban areas and it seems much more reasonable as a result. GJS 4.4 many of the maps where there are clustered areas of dense buildings, there are few if any windows--just walls and few doors. This was intentionally done at the time to give soldiers better cover, and more realistic combat results (more certain of this as memory is jerked back by focused thought on this issue). It made Atilla and I crazy that soldiers and tanks were firing through entire multi-story buildings(windows) as if they were empty, open warehouses. Multiple windows and doors just get funny with the tiny buildings of GJS and old CC (compared to LSA which is a new ballgame). Different players see/experience/want different things, but this approach will be preserved for the beta release, with your elements file, with your permission and proper credit, of course. |
Pzt_Kanov wrote (View Post): |
Any updates Cathartes? a couple of screenshots to ease the waiting would be cool. |
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mooxe wrote (View Post): |
Mainscreen changes will affect online play at Gameranger. I think Schrecken and Davidssfx figured this out. |
schrecken wrote (View Post): |
mooxe
haven't you had any contact with the GR guy regarding a fix? or at least an explanation why it isn't working... so we can work around that. thanks |
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