Hi Can the BMP pictures that scenario designers can import for their games be upgraded from the256 colours to the 24 bit kind available for unit viewer and unit handbook art at some point please ?
Many thanks Ian
Scenario pictures you mean? For now at least they need to be the old 8-bit 256 color ones as they are shown in the Front End.
Unit pictures and unit graphics can be 24 bit already and for most cases are, too.
Hi Guys We now have quite a few weapons available in the game such as surface to surface missiles and some of the heavy artillery that has very lengthy reloading times and would probably only be firing once in a scenario.
To simulate this I wonder if some long range fire units FROG7’s SCUD’s etc should also be available to purchase in the scenario editor as one shot missile strike missions like aircraft.? (say with a working assumption that they were firing at half their maximum range)
I have not played any scenarios with them present but the Cold War mod already has Cruise Missile strikes that you can buy in this way. For post 1990 scenarios this could also open up the possibility of some AAA and SAM systems “Patriot” etc being able to shoot them down on their way to the target.
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Joined: 3/1/2014 From: Indianapolis, IN, USA Status: offline
Looking forward to the Vietnam and East Front III games, and I have my credit card ready. I've been following the posted updates and it looks serious...
Just wondering if the multiplayer ip connection issues from the older versions will be fixed with the new releases? I'd really like to play CS via ip connection.
Looking forward to the Vietnam and East Front III games, and I have my credit card ready. I've been following the posted updates and it looks serious...
Just wondering if the multiplayer ip connection issues from the older versions will be fixed with the new releases? I'd really like to play CS via ip connection.
Thanks Jeff
Hello Jeff
What issues were those? We've not made any changes to LAN play apart ensuring it still requires encrypted data files (as with all H2H modes), while vs-computer play uses unencrypted versions. That's the only thing I can think of.
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Although I myself have not tried it, I believe that over-the-Internet (not LAN) NetPlay requires a VPN. I can't refer to any posts giving details, but I recall that a number of people have reported success using this method.
< Message edited by berto -- 6/29/2018 11:18:11 AM >
I am pretty sure the Modem Host / Caller options work only on a local area network, ie. LAN. I recall some players using free VPN such as Hamachi to play over internet.
^^ Forgot to add there’s no current plan to upgrade the LAN play feature of the old to TCP/IP over internet, at least not for the next a couple of releases.
Would be nice to play as Team against the AI .... Like 2vsAI or 3vsAI - or maybe 2vs1+AI (4 players).. (atm it is not possible to activate the AI on multiplayer games - as it should on symetrical games [one side Human players and on the other side the AI only] make no difference for the AI if he play against 1 or 3 human players ... on asymetrical games this maybe come different)
After play a couple of hours ... i get more ideas (or mor things i notice as "suboptimal" .. :) )
Zooming with mouse wheele should always centered at the mouse pointer ... not the ingame "pointer" - this is very un-intuitive ..
The same goes with the zoom sorting (irrelevant if you use the keys, but non-intuitive with mouse wheel ..) -> Actual : 3d max -> med -> min -> 2d max -> med -> min -> 3d max ... very unnatural better : 3d max -> med -> min -> 2d min -> med -> max -> 3d max ....
and it would be nice, to have the ability to scroll the screen even with movement animations ... (dont know get this sorted with the old engine ... ;) )
Would be nice to play as Team against the AI .... Like 2vsAI or 3vsAI - or maybe 2vs1+AI (4 players).. (atm it is not possible to activate the AI on multiplayer games - as it should on symetrical games [one side Human players and on the other side the AI only] make no difference for the AI if he play against 1 or 3 human players ... on asymetrical games this maybe come different)
Regards
I'm curious as to why you can't play against the AI with multiple people?
Player 1 moves their units Player 1 sends move to Player 2 Player 2 moves their units Player 2 sends move to Player 3 Player 3 moves their units Player 3 ends turn AI plays Player 3 moves their units Player 3 sends move to Player 1 Player 1 moves their units Player 1 sends moves to Player 2 Player 2 moves their units Player 2 ends turn AI plays
i have it not testet - but imho, the replay option is not "active" as for the game it looks like an singleplayer game ... And not to see the move/action from the other human players, and the AI move see only the first humen player - it is hard to play ... So to make the right replays available to all players, an option to tell the game it "is" an multiplayer game would needed ... imho ;)
Why would you need the replay though? It would be better and more immersive for the last player to watch the replay and then relay what they saw in that replay to the other two players.
As I demonstrated above, each player would have a chance to be the one relaying the replay intelligence to the other players every few turns.
Nope .... it would be "real" immersive, if every player only see the replay that his troups can see ....... and for infos on other front lines, he musst speak to the other players of his side ................
But this would require that the game "know" which troops are under control from the different players , and how many players at side A and at side B .. all things that not implemented in the engine ...
So "i" would prefere , if i cant have the "real immersive" replay i write ... , an classical replay from the full side A for player group A , and if we have on both sides human players, the same for player group B ...
Actual, in the example you give, the one player where view the replay, can see the full replay and musst then explain it to the other team mates - not more/less immersive as show the full replay to all players.... imho
Regards
< Message edited by R_TEAM -- 11/10/2018 10:57:35 AM >
addition: to get out of maybe "confusion" ... ;) With "Full" replay i mean the view of "all" troops from one Side - NOT an "full" view of every movement from both sides ..(as we play anyway with FoW on ..) The other is the "partial" replay, where have only the view of the troops from an specific player ...
In the given example from you, Jason, one player would show the replay with the view from his "and" other troops from his side .. and explain it then to all other ... and the other players see -> Zero .... With the suggestion to have this replay available to all player - all player the "things" he cant directly see in reality ... but he see the own troops direct ... and this is for me more important, as things he see from other temmates, as this information he can get anyway ...
Regards [english is not my prefered language - so sorry for confusion :D ]
I would love to be able to change the show line of sight and reach distance back to the old shaded and lit hexes rather than the purple outline thing - I just can't get used to it.
Just found it. Duh
How do I delete a post in this forum?
< Message edited by Ashcloud -- 8/14/2020 12:18:10 PM >