COTA Artillery

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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Jakerson
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Joined: Tue Aug 15, 2006 8:46 am

COTA Artillery

Post by Jakerson »

This game has most realistic artillery modelings I have ever met in any war-game during my 20 years long war gaming career if we count army training simulators out.

In COTA Artillery is real killer as it was realistically more or less 70% of men casualties come from artillery fire in most of battles. In many games I have been very disappointed about how artillery works but not in COTA.

There is still room for improvements one thing I would like to see that when some company is bombarded heavily it disappears from map and for some time as bombardments cut off all communication lines and disturb them and if you are able to bombard HQ it could render whole regiment or division virtually no able to get orders or carry out them as communication is disturbed until HQ can maneuver away from bombardment and re-establish communication lines. I mean some FOG of war where player (who take role of Brigade or Division Commander) don’t know location of his own troops until communication is established again. This forces player to act like real commander not being able to know exact location of own troops all of time or even enemy.
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Arjuna
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RE: COTA Artillery

Post by Arjuna »

Jakerson,
 
Good point re friendly FOW effects of arty bombardment and suppression. Only problem for us at the moment is the cpu load for modelling friendly FOW. To do this properly we need to maintain a database on friendly units for each unit in the game. That would blow out data, RAM and cpu processing to an unacceptable level - ie game would run very slow.
 
However, we could temporarily increase orders delay on heavily suppressed HQ units. You would still be able to see them but their ability to process orders would be adversely affected.
 
TT3257 - AI - Arty - Increase orders delay for supressed HQs if due to bombardment
Dave "Arjuna" O'Connor
www.panthergames.com
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Deathtreader
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RE: COTA Artillery

Post by Deathtreader »

ORIGINAL: Arjuna

Jakerson,

Good point re friendly FOW effects of arty bombardment and suppression. Only problem for us at the moment is the cpu load for modelling friendly FOW. To do this properly we need to maintain a database on friendly units for each unit in the game. That would blow out data, RAM and cpu processing to an unacceptable level - ie game would run very slow.

However, we could temporarily increase orders delay on heavily suppressed HQ units. You would still be able to see them but their ability to process orders would be adversely affected.

TT3257 - AI - Arty - Increase orders delay for supressed HQs if due to bombardment

Hi all,

Really interesting idea.......... could it be expanded to include increasing the orders delay for individual units as well?? Especially if the unit is reporting directly to the on-map boss??

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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Arjuna
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RE: COTA Artillery

Post by Arjuna »

Yes it could.
Dave "Arjuna" O'Connor
www.panthergames.com
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