Disenchanted
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#61: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Wed Mar 02, 2011 10:09 pm
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Tejszd wrote (View Post):
platoon_michael,

WAR does still have some kinks, which it really shouldn't after almost 3 years, but at least they are mainly cosmetic. As you have already pointed out with the halftrack wheels being wrongly left on screen over the Sherman tank tracks on command screen.

But at almost 3 years after WAR was released what support have you rec'd;

- a patch to make WAR  compatible with TLD mods. Do CC5 mods work on CC4?
- a patch adding the LSA path finding enhancement that came out after LSA was released (LSA is 2 releases after WAR). Did Atomic add CC5 features to CC3 (two releases back)?

If you go here http://closecombat.matrixgames.com/ you will see Bloody Omaha and Ground Tactics available on both WAR and TLD web pages.


I noticed you skipped over on commenting on how the AI assigns support to BG's that wont/don't need it.
Or how the AI doesn't advance on the strat map.
I'm sure after a few 1000 Battles with the Fatigue/Cohesion I can find more errors with it's use.
And as for me not finding anything other than graphic glitches I should probably be happy I don't know the inner workings of CC,know what I mean? Laughing

#62: Re: Disenchanted Author: TejszdLocation: Canada PostPosted: Thu Mar 03, 2011 12:33 am
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Hey platoon_michael,

Thanks for pointing out the AI assigning support to BG's won't/don't need it. I created a bug/enhancement ticket based on your feedback for the developer. I think it is a bug if a BG can not get into a combat situation....

For the AI not advancing is that still happening to you with the latest patch? My understanding from looking at the bug tracker was that issue occurred in a specific build and was fixed.

Probably right on the inner workings; there could be more things that we do not know or see that aren't working....

#63: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Thu Mar 03, 2011 9:09 am
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I haven't played much in the past few months but yes it was with the latest patch.
My day off today so hopefully I'll get a strat turn in today.

Added a long standing bug to the Matrix forums,lets see what the response is.
How you guys missed it or didn't try to correct it is beyond me.
Starts at Page3,Post 76

http://www.matrixgames.com/forums/tm.asp?m=2499513&mpage=3

#64: Re: Disenchanted Author: TejszdLocation: Canada PostPosted: Fri Mar 04, 2011 2:26 am
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I created an enhancement request in the bug tracker for it.

In stock CC5 and all the re-releases I do not think any team is greater than 7 men thus the problem was not seen in testing. Having said that, now that you have mentioned it, I do remember a couple mods that did/do use larger teams. It would be a nice enhancement to update all the screens to handle 10 men;

- Battlegroup Screen can only support 9 men teams
- Soldier Screen can only support 7 men teams
- Strategic Map can only support 7 men teams

While I personally think this would be a good change I don't know if the powers that be will approve work on more enhancements for WAR to allow VetBob to properly show all soldiers....

#65: Re: Disenchanted Author: Stwa PostPosted: Fri Mar 04, 2011 4:56 am
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What about the in-game screens.

In CCMT these support 8 man teams. Not sure for WAR.

Even when using mount/dismount when you have put a few teams in a vehicle, the soldier monitor looks ok, because it is vertical, but the horizontal team monitor, can have its heads/men display overflowed.

So I assume a 10 man team (never mind mount/dismount) would overflow as well.

#66: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Fri Mar 04, 2011 12:20 pm
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Tejszd wrote (View Post):
I created an enhancement request in the bug tracker for it.

In stock CC5 and all the re-releases I do not think any team is greater than 7 men thus the problem was not seen in testing. Having said that, now that you have mentioned it, I do remember a couple mods that did/do use larger teams. It would be a nice enhancement to update all the screens to handle 10 men;

- Battlegroup Screen can only support 9 men teams
- Soldier Screen can only support 7 men teams
- Strategic Map can only support 7 men teams

While I personally think this would be a good change I don't know if the powers that be will approve work on more enhancements for WAR to allow VetBob to properly show all soldiers....



I don't expect it to be done.
But I am surprised that with all the updates no one gave this any consideration.
That and NO upgrade to the sound file. I.E. more slots for Weapons or Ambient sounds.

Whats the point of being able to add more weapons when you can't add new sounds?

#67: Re: Disenchanted Author: schreckenLocation: Sydney, Australia PostPosted: Fri Mar 04, 2011 7:14 pm
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This from the code meister, for LSA... should be the same for WaR and tLD


Quote:
You can add new weapon sounds but they must be at the end of the sound file, not in the middle, so that the indexes of the existing sounds don't change.  That is why the 'new' weapon sounds (20mm flak, aircraft strafing) are numbered 105-107.  So if you add a new sound to the end of the file and set the weapon sound to 108 you should be fine.

#68: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 05, 2011 3:46 am
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Tejszd wrote (View Post):
I created an enhancement request in the bug tracker for it.

In stock CC5 and all the re-releases I do not think any team is greater than 7 men thus the problem was not seen in testing. Having said that, now that you have mentioned it, I do remember a couple mods that did/do use larger teams. It would be a nice enhancement to update all the screens to handle 10 men;

- Battlegroup Screen can only support 9 men teams
- Soldier Screen can only support 7 men teams
- Strategic Map can only support 7 men teams

While I personally think this would be a good change I don't know if the powers that be will approve work on more enhancements for WAR to allow VetBob to properly show all soldiers....



There's more too,Geuss I could post it next week.

#69: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 05, 2011 3:47 am
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schrecken wrote (View Post):
This from the code meister, for LSA... should be the same for WaR and tLD


Quote:
You can add new weapon sounds but they must be at the end of the sound file, not in the middle, so that the indexes of the existing sounds don't change.  That is why the 'new' weapon sounds (20mm flak, aircraft strafing) are numbered 105-107.  So if you add a new sound to the end of the file and set the weapon sound to 108 you should be fine.



Thank-You
Any Idea how many extra sounds WAR can support?
Any idea if more Ambient sounds can be added?

#70: Re: Disenchanted Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 05, 2011 4:11 am
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Probably until you run out of memory... so depends on your system.... Just like the ovm's.

#71: Re: Disenchanted Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 05, 2011 10:57 am
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Laughing
Good one

I want to fix the .ovm's
But every time I update WAR and you guys change my .ovm's on a few maps they are just way to blurry for me.
Guess my VETBoB conversion is gonna be for just the chosen few who have a lot of memory.


You missed the Ambiance sounds question.

#72: Re: Disenchanted Author: dj PostPosted: Sat Mar 05, 2011 6:03 pm
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Tejszd wrote (View Post):
Hey platoon_michael,

Thanks for pointing out the AI assigning support to BG's won't/don't need it. I created a bug/enhancement ticket based on your feedback for the developer. I think it is a bug if a BG can not get into a combat situation....

For the AI not advancing is that still happening to you with the latest patch? My understanding from looking at the bug tracker was that issue occurred in a specific build and was fixed.

Probably right on the inner workings; there could be more things that we do not know or see that aren't working....


I've seen this with LSA and especially with TLD...where the AI still seems to not want to advance in tactical maps.   The biggest problem is the AI refuses to move in the strategic map.  To the point, where I have to disband my units.

#73: Re: Disenchanted Author: Stwa PostPosted: Sat Mar 05, 2011 10:08 pm
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Not sure of the strategic consequences, but by NOT advancing on a tactical map, 9 times out of ten, that would be a good move on the part of the AI.

It is a game of ambush, especially in CCMT, where if you are VIS, you are DEAD.  Exclamation

Once you hit BEGIN, there are NO Attackers and Defenders. That little display refers to the outcome of the strategic movement. NOT what is going down on the tactical map.

If the AI shot up several of your teams RIGHT AWAY. Would you go on the defensive, or would you continue your attack.

#74: Re: Disenchanted Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 05, 2011 10:40 pm
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Have you tried the latest tLD patch

it was a kjnown case in next but last patch that german would not move

#75: Re: Disenchanted Author: Stwa PostPosted: Sat Mar 05, 2011 11:04 pm
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I dont have TLD. The Bug refers to Strategic Movement, which is (I think), is what most people are complaining about.  And as you have mentioned, has already been fixed.

#76: Re: Disenchanted Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 05, 2011 11:30 pm
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I'll rephrase

Have you, dj,  tried the latest tLD patch

it was a kjnown case in next but last patch that german would not move

#77: Re: Disenchanted Author: mooxe PostPosted: Sun Mar 06, 2011 5:42 am
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The latest WaR and TLD patches just drive the point of this thread home even more. New feature - updated launch menu ... who the hell cares about a launch menu! The launch menu is only there to advertise Matrix games not to make anything easier. Why push out another patch just for these updates? Theres too many patches already. Are they released under the guise of "we are supporting the game?" "We are looking to make it official soon" is a tagline on EVERY patch so far!

#78: Re: Disenchanted Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Mar 06, 2011 6:19 am
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My CC is like Krusty the Clown when he tried to give up smoking.... He was covered in patches everywhere except his ass!

#79: Re: Disenchanted Author: schreckenLocation: Sydney, Australia PostPosted: Sun Mar 06, 2011 7:37 am
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The next patch features a new intro video... a lot of time has been spent on it.

#80: Re: Disenchanted Author: Stwa PostPosted: Sun Mar 06, 2011 8:10 am
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YES  Exclamation  [HIGH FIVE]  Laughing



Close Combat Series -> The Mess


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