Posted: Sat Dec 28, 2019 10:14 am Post subject: Re: The CC:TBF cinematic experience
What if you took two identical Save game files, Paused in Deploy after pre-battle orders had been issued all around, and let them Fight? Fix the camera to view and record (Win key+G) the expected center of action. Stay hands-off and let the friendly Andy I. duke it out with the enemy A. Indiana. Would they both maintain a rough equilibrium until encountering the same End condition or time limit, at similar moments in real time?
Or would random seeds make them veer off in different outcomes and AI choices?
Two identical Saves play out totally different. The only difference between them was my mouse movements to hover and select various units for info. Oddly, one ended in a mutual Truce without either side showing much morale loss. The other ended in US morale failure shortly before time expired.
Chalk one up for CC:TBF taking the proverbial random walk.
Last edited by Jatke on Mon Jan 13, 2020 8:59 pm; edited 1 time in total
Posted: Wed Jan 01, 2020 1:56 am Post subject: Panic at the Disco
Hiding, cowering, panicked, broken, routed & captured soldiers all have initiative and undergo continuing morale checks. No longer do broken and routed soldiers flee the battlefield regardless. Now they may momentarily respond to an Ambush command, or hide on their own, then recover guts enough to Defend in place or rejoin their unit.
Surrendered soldiers will sometimes seize the opportunity to un-surrender and make a break for friendly lines if their captors lose LOS to them. Very gratifying to see a PoW quit waving his arms, regain his unit icon and rejoin the fight.
1. In the clip below, a PzG mg unit trades fire with a US scout car and Reichel is killed. The US infantry unit accompanying the car goes to ground behind it.
2. Scheel, the surviving man in an AT team, is panicked and, literally, shivering in fear in the lower center, as his action status 'vibrates' between Hiding and No Target.
3. The US infantry unit is briefly seen advancing along the lower side of the hedge.
4. Then, panic being contagious, the gunners in the unit just ahead, Eckhardt and Heinz, also succumb to the shakes. Theyre ordered to Ambush and seem to respond even though theyre both Routed/Hiding.
5. The AI US infantry unit, in a manuever reminiscent of CC2, sneaks up along the hedge and opens fire at close range on the GE unit nearest the hedge. Engels is hit as the opposing units trade casualties and grenades.
6. The US unit shakes off the grenade barrage and puts holes in Ebel and Schaper. The Ami units slips from view.
7. Stiller and Wust swing their mg around, reacquire their target and kill an American with several bursts thru the bushes.
8. Suppressed, Wust quickly repositions further from the hedge as 'Battle Complete' brings the scenario to conclusion.
Just the last 2:30 of a test scenario I happened to be taping. Seven casualties (2 US, 5 GE) counting the GE soldier dying as playback begins. Compelling moments, in retrospect, in a fragment of a random TBF battle.
Last edited by Jatke on Mon Jan 13, 2020 9:20 pm; edited 1 time in total
Posted: Mon Jan 13, 2020 8:09 am Post subject: Re: The CC:TBF cinematic experience
Maybe I'm thinking of Stwa?
Who remembers that strange guy who would post mainly CCM with WW2 mod and only ever played the AI and had no interest in playing multiplayer. He would often make really long AAR documenting his games against the AI and then went on a marathon of deleting all his content. I think he was eventually banned for his weird behaviour that was perceived as trolling or spam.
What was his username?
I hope I'm not offending you, I would like to see the video you uploaded but they are all deleted.
Posted: Sat Jan 18, 2020 1:28 pm Post subject: Re: The CC:TBF cinematic experience
TBF currently lacks an easy way to ID soldiers on the battlefield. In classic CC (pic below) this was accomplished with yellow selection boxes around the soldier sprite and his list entry. TBF's v.1.0.8 beta introduced a dynamic Soldier List - the camera centers on a soldier when that soldier is selected in the list. This is intended to help find separated and routed soldiers. As a workaround for better soldier ID, I replaced the word "Paused" with an underscore ( _ ). That way the game can be paused, toggled to top down view (L key), a soldier selected from the list and marked by the orange underscore.
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