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RE: New Features for COTA

Posted: Wed Jul 06, 2005 8:25 pm
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 !

[:)]

JeF.

RE: New Features for COTA

Posted: Wed Jul 06, 2005 8:42 pm
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 [;)]

Greetz,

Eddy Sterckx

RE: New Features for COTA

Posted: Wed Jul 06, 2005 11:50 pm
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.[:)]

RE: New Features for COTA

Posted: Thu Jul 07, 2005 12:41 am
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.....

RE: New Features for COTA

Posted: Thu Jul 07, 2005 1:49 am
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

RE: New Features for COTA

Posted: Mon Jul 11, 2005 7:38 am
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.

RE: New Features for COTA

Posted: Mon Jul 11, 2005 7:58 am
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.

RE: New Features for COTA

Posted: Mon Jul 18, 2005 10:07 am
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,

FeF.

RE: New Features for COTA

Posted: Mon Jul 18, 2005 12:47 pm
by Arjuna
Nice one JeF. Thanks,[:)]

RE: New Features for COTA

Posted: Wed Sep 21, 2005 8:03 am
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.

Image

RE: New Features for COTA

Posted: Wed Sep 21, 2005 10:30 am
by Bodhi
Count me in the "other way" group. [:D] Nice option to see, thanks.

RE: New Features for COTA

Posted: Wed Sep 21, 2005 10:35 am
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.

RE: New Features for COTA

Posted: Wed Sep 21, 2005 10:40 am
by Bodhi
Interesting to find out who thought the original way was fine. There are some seriously mal-adjusted people out there. [:D]

RE: New Features for COTA

Posted: Wed Sep 21, 2005 10:43 am
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.

RE: New Features for COTA

Posted: Wed Sep 21, 2005 11:09 am
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,

Eddy Sterckx

RE: New Features for COTA

Posted: Wed Sep 21, 2005 11:34 am
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|]
Ray

RE: New Features for COTA

Posted: Wed Sep 21, 2005 3:06 pm
by TheJoat
Thanks for that change - I was constantly zooming in instead of out...or was that the other way around? [:D]

RE: New Features for COTA

Posted: Wed Sep 21, 2005 3:24 pm
by BigDuke66
Improved Data displays

Does this mean I can see equipment details in the game?

RE: New Features for COTA

Posted: Wed Sep 21, 2005 7:08 pm
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]

JeF.

RE: New Features for COTA

Posted: Wed Sep 21, 2005 7:12 pm
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]


JeF