New Features for COTA

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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JeF
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RE: New Features for COTA

Post by JeF »

Too much, this is too much !! Too many enhancements.

Please, stop working at it, push the beta testers and release the damn game.

More seriously, I'd quote Darth Vader this time :
Impressive !

[:)]

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RE: New Features for COTA

Post by sterckxe »

ORIGINAL: JeF
Too much, this is too much !! Too many enhancements.

Please, stop working at it, push the beta testers and release the damn game.

With Arjuna and you guys all pushing us I start feeling a bit dense ... eh ... maybe I should rephrase that [;)]

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Eddy Sterckx
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RE: New Features for COTA

Post by Arjuna »

We're close, very close to finishing off all the new features. Then it will be just bug fixing till it's rock solid. So it won't be long.[:)]
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RE: New Features for COTA

Post by MadScot »

ORIGINAL: Arjuna

So our options for handling weak units is to not let them spot at all ( in which case they won't be able to fire at enemy unless they are spotted by some other stronger unit ) or we can let them spot but stop them from directly calling in arty fire.

If a unit is so weak it's likely in escape-and-evade mode than combat mode, stopping them firing doesn't sound like a bad compromise, to be honest. Rather that than have the 4-man arty spotter special forces/landwehr units roaming my rear areas.....
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RE: New Features for COTA

Post by cabron66 »

Nope, just a coincidence. I saw something in a post above and reacted to it. It is an interesting point that I have seen come up in other games. Over on the Combat Mission forum they call it "borg" spotting. A fairly apt description of the problem.

That is, in gaming, if one unit can see an enemy then everyone can see it. Extremely unrealistic and a real stumbling block for any attempt at a fair portrayal of combat. CM has done much to limit it, but we will have to wait for the next CM engine to see how they decide to address the issue.

The issue started with players using tank crews (recently deprived of their transportation) to spot enemy units. Once spotted, the units could be targetted for artillery. Imagine that happening in WWII.

Anyways, just a little food for thought.

Cheers

Paul
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Trigger Happy
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RE: New Features for COTA

Post by Trigger Happy »

With double core processors and 64 bits processing coming to mainstream market and reasonable price, I'm sure calculations for individual unit intelligence will soon be possible.
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RE: New Features for COTA

Post by Arjuna »

Trigger Happy,

I'm glad you think so, however, I'm not so optimistic. First off, having a 64bit CPU path only assists those computations where you are manipulating "large" pieces of data. It does nothing for processing lots of "little" bits of data, which is what we're dealing with here. Having dual processors again is only going to help out where we program to stream different threads through the different CPUs. Splitting up the interface and AI threads onto different CPUs may give us a small performance boost. But the bottleneck we are talking about here is all in the AI thread. So again there will be little benefit. I'm sorry to dissappoint but what we really need is raw grunt from faster CPUs.
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RE: New Features for COTA

Post by JeF »

Hi,

For further referrence, I just posted an illustrated version of the above feature list (and more...) on CotA's page at The Drop Zone.

I hope to be able to make real in-game screenshots next month.[:)]

See ya,

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RE: New Features for COTA

Post by Arjuna »

Nice one JeF. Thanks,[:)]
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RE: New Features for COTA

Post by Arjuna »

Due to some good suggestions from our beta testers we have added a player option to reverse the direction of the map zoom on the mouse wheel. Turns out that half the people think it's intuitive as is and the other half think it should go the other way. So now you have the option.

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RE: New Features for COTA

Post by Bodhi »

Count me in the "other way" group. [:D] Nice option to see, thanks.
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RE: New Features for COTA

Post by Oleg Mastruko »

ORIGINAL: Arjuna

Due to some good suggestions from our beta testers we have added a player option to reverse the direction of the map zoom on the mouse wheel. Turns out that half the people think it's intuitive as is and the other half think it should go the other way. So now you have the option.

LOL

[&o] another victory for justice, truth, love and democracy! [:D]

O.
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RE: New Features for COTA

Post by Bodhi »

Interesting to find out who thought the original way was fine. There are some seriously mal-adjusted people out there. [:D]
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RE: New Features for COTA

Post by Oleg Mastruko »

ORIGINAL: Bodhi

Interesting to find out who thought the original way was fine. There are some seriously mal-adjusted people out there. [:D]

Khm khm the guy's name is Dave and his forum nick is the name of hindu god of war [:D]

Who can it be?

O.
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RE: New Features for COTA

Post by sterckxe »

ORIGINAL: Bodhi
Interesting to find out who thought the original way was fine.

Well, I did - one of the few things I *didn't* complain about :)
ORIGINAL: Bodhi
There are some seriously mal-adjusted people out there. [:D]

Luckily COTA will cater for them all :)

Greetz,

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RE: New Features for COTA

Post by RayWolfe »

And there’s me struggling with the Scenario Maker in COTA and would willingly die for a mouse-wheel-map-zoom option on that. Oh well, click. Click!

And yeh, I’m in group one … on Wednesdays. [8|]
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RE: New Features for COTA

Post by TheJoat »

Thanks for that change - I was constantly zooming in instead of out...or was that the other way around? [:D]
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RE: New Features for COTA

Post by BigDuke66 »

Improved Data displays

Does this mean I can see equipment details in the game?
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RE: New Features for COTA

Post by JeF »

ORIGINAL: sterckxe
one of the few things I *didn't* complain about :)

Look no further. This is the very reason why it has been implemented. [:D]

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RE: New Features for COTA

Post by JeF »

ORIGINAL: BigDuke66
Improved Data displays
Does this mean I can see equipment details in the game?

I don't think this is exactly what you're thinking about. But I believe it means this :
CotA New Force Data Screenshot [wargamer.com]


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