Stuff To Discuss (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Panzer Command: Ostfront



Message


Mad Russian -> Stuff To Discuss (8/25/2010 12:38:13 AM)

Here is just how intense a turn 1 phase can be.

Good Hunting.

MR

[image]local://upfiles/28652/EB2C280DE40E41CC8A1D7B9409E9F296.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:42:27 AM)

In my scenarios I use a simple system for rank that covers all armies.

Col - Senior Colonel
LTC - Jr Colonel
Maj - Major
Cpt - Captain
SLt - Senior Lieutenant
Lt - Lieutenant
SSgt - Senior Sergeant
Sgt - Sergeant
Cpl - Corporal

I think that when this is coupled with the platoon commanders name and unit, Sgt Steiner 1/1/11th PG Rgt, that it gives PCO a greater immersion factor.

Good Hunting.

MR




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:51:58 PM)

I see that building across the street. I can see it. But in game terms what is it? Map Maker can assign a variety of attributes to a single building structure. So how do you tell whether it's a light or heavy building in the game?

Just click on it.

Good Hunting.

MR

[image]local://upfiles/28652/91FCBA5FE7E54E88B7522B100EF695E4.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:53:38 PM)

There dozens of possible combination's for building construction.

Good Hunting.

MR

[image]local://upfiles/28652/0FC99F038F334CE583D2108A73A5BEFB.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:54:26 PM)

As you can see in this village I've created.

Good Hunting.

MR

[image]local://upfiles/28652/56E0F34A5F534B9D89F8B5512B602F47.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:56:54 PM)

The variety for scenario designers to make different structures, even if they were to use the same building graphic, is extensive.

Good Hunting.

MR


[image]local://upfiles/28652/B3727148B28144D3A20396486C5A5F74.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 12:59:49 PM)

Even the church gets in on the act.

Good Hunting.

MR

[image]local://upfiles/28652/E61DEA80FA404F21BC149B35F5C67DCE.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/25/2010 1:04:49 PM)

Even the small things matter. Here I'm taking fire from a German position. German tracers are red and Soviet tracers are in green. Like they were in the war.

Just from this screen shot you can identify a Soviet leader, the bottom of the round coin ID at the top of the shot, with two members of Soviet units that are not leaders. You can see several identified German units. They all seem to be normal members of units and not leaders, but the TAC AI won't show you the disposition, or command structure, of enemy units.

FOW you know.

Good Hunting.

MR

[image]local://upfiles/28652/77640BB2434246F19A2A882D0AEA51D6.jpg[/image]




Geordie -> RE: Stuff To Discuss (8/25/2010 2:11:11 PM)

Interesting stuff, although I never really saw Panzer Command games as anything other than Armour Versus armour.   I know the infantry remain representational in their squads but has the infantry model been changed, re-modalled or adapted for the new version?




junk2drive -> RE: Stuff To Discuss (8/25/2010 2:38:02 PM)

Your question is not specific enough.




Mad Russian -> RE: Stuff To Discuss (8/25/2010 8:04:04 PM)

Armor is not the only model we made changes to. Airpower, artillery and infantry all had changes made to their models as well. The infantry model, being the most detailed, will take the most reworking. That being the case, it is set to have it's combat model reworked and implemented in PC4.

There have been changes to the current infantry model that makes it better than they were before PCO. There are more orders, interface changes, and a general smoothing out of the entire infantry model.

After the PCO update we will progress to the PBI and see if we can do for them what's been for tanks and artillery in PCO.

Good Hunting.

MR




Geordie -> RE: Stuff To Discuss (8/25/2010 8:11:34 PM)


quote:

ORIGINAL: junk2drive

Your question is not specific enough.

I know! However I think MR managed to give me the gist of what I was rambling on about. Cheers




Mad Russian -> RE: Stuff To Discuss (8/25/2010 11:46:11 PM)

Here is the new scenario editor interface. It looks pretty much like the old one and the functions are almost identical.

Editor on the left half and AI map on the right half of the screen.

Good Hunting.

MR

[image]local://upfiles/28652/63D8725C8AB4474495765B3A59AB85D3.jpg[/image]




Zemke -> RE: Stuff To Discuss (8/26/2010 4:14:08 AM)

The one really great thing CM:SF did was model the the impact of the spread of artillery, or the sheaf as it is called.  This allows you to fire on a point, linear, or circle spread of shells.  Most tactical games do not have this feature, does PCO?




Mad Russian -> RE: Stuff To Discuss (8/26/2010 4:16:54 AM)

Keep in mind that CMSF is a much different time period.

In WWII artillery was much more straight forward in it's use. PCO models both open and closed sheaf. You can fire on target or open the sheaf up to hit a wider linear target. No circle shoots.

Good Hunting.

MR




Zemke -> RE: Stuff To Discuss (8/26/2010 4:19:45 AM)

Good enough, I am sold.




Mad Russian -> RE: Stuff To Discuss (8/26/2010 12:07:09 PM)

There is an entire list of hotkeys for this game. During game play everything can be toggled on or off - map grid, terrain map, message box, trees can be shown as full/partial/none, unit ID coins, game performance statistics, HUD, view briefing and access unit specifications. The message box can be resized during game play, as well as turned off. All hotkeys are shown through tooltips.

The game also allows for 3 way points, not unlimited.

You can't set an AFV's ammo loadout by round but you can determine what it has in 10% increments. The loadouts are set on SOP for the number and types of rounds each carried.

When you enter a building or get in/on a vehicle you get leave in the same location. For example, if you get in a building on the east side, when you leave the building you leave it from the east side as well. This feature may be changed by release time.

MOST of what we are showing you is pretty much set in stone but we are continuing to develop the features and some of them may change before release.

Good Hunting.

MR




Mad Russian -> RE: Stuff To Discuss (8/26/2010 8:59:34 PM)

There are Victory Location flags everywhere. So, how do you find out just how much they are worth?

Click on them and it will tell you.

Good Hunting.

MR

[image]local://upfiles/28652/99891B3881BC4C0CBC3D69F25B27DEB3.jpg[/image]




petrus58 -> RE: Stuff To Discuss (8/27/2010 10:38:43 AM)

I'm really excited by PCO, and my thanks in anticipation to everyone involved.

Just one small Q: will it be possible to toggle VF on/off?




Mad Russian -> RE: Stuff To Discuss (8/28/2010 3:45:06 AM)


quote:

ORIGINAL: Petrus58

I'm really excited by PCO, and my thanks in anticipation to everyone involved.

Just one small Q: will it be possible to toggle VF on/off?


Not at the moment but probably by the time the update is released.

Good Hunting.

MR




Mad Russian -> RE: Stuff To Discuss (8/28/2010 3:51:25 AM)

The Message Board can be enlarged to show all of your messages in most cases. For those exceptional times when they can't all be seen at once they can be scrolled.

Red is for damaging results during game play.
White is for administrative results, for things happening after game play is completed.

Good Hunting.

MR

[image]local://upfiles/28652/A4109C60F9C84065BA458B62D7F22B1F.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/28/2010 4:04:16 AM)

Black is for non damaging results.

Blue is for ammo related messages.

Good Hunting.

MR

[image]local://upfiles/28652/93000512944F41DCA4F39AA0B9F8D132.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/29/2010 3:27:19 AM)

Here is a JS-2 bogging and then breaking down. Nice touch that the tank sits low in the ground.

Good Hunting.

MR

[image]local://upfiles/28652/4C4C13444A0349C4ADFDB5024C627895.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/29/2010 9:45:11 PM)

The new SOP option.

The SOP setting determines just how aggressive or cautious your pixel truppen get. When they push the attack or when they retreat away from danger.

Here is the norm, which is standard.

Good Hunting.

MR

[image]local://upfiles/28652/A7C6F8ABD22B4FDEB714D096D2F2DD41.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/29/2010 9:45:54 PM)

Or you can pick aggressive.

Good Hunting.

MR

[image]local://upfiles/28652/13276743BA0A4271BC80F36D726248FE.jpg[/image]




Mad Russian -> RE: Stuff To Discuss (8/29/2010 9:46:37 PM)

Or you can pick cautious.

Good Hunting.

MR

[image]local://upfiles/28652/F24550C631334CC6A747A91D8E0F298F.jpg[/image]




junk2drive -> RE: Stuff To Discuss (8/29/2010 9:52:24 PM)

You will notice that the top 4 buttons are gold. Gold buttons are for immediate actions. They effect the selected unit only. You can however, force the choice on the rest of the platoon by holding down the shift key while clicking through the choices. This works for Pathing and SOP.




Mobius -> RE: Stuff To Discuss (8/29/2010 10:06:04 PM)

Sorry I had a hard time figuring this out in the gray state. I could only see the outer light gray line.

[image]local://upfiles/21308/22EDB0F7119E43E8BDD985915FFBBCB6.jpg[/image]




jamespcrowley -> RE: Stuff To Discuss (8/29/2010 10:23:19 PM)


quote:

ORIGINAL: junk2drive

You will notice that the top 4 buttons are gold. Gold buttons are for immediate actions. They effect the selected unit only. You can however, force the choice on the rest of the platoon by holding down the shift key while clicking through the choices. This works for Pathing and SOP.


This is looking better and better! Reminds me of the anticipation and excitement generated pre-CMBO. Ten years ago! Yikes!




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.7190018