CMANO and Harpoon

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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mavfin
Posts: 274
Joined: Tue Jun 22, 2010 5:22 pm

RE: CMANO and Harpoon

Post by mavfin »

ORIGINAL: Dimitris
ORIGINAL: mavfin
I mean, back then, programming a product like this had a LOT of deciding what you could do, and what you simply didn't have RAM/disk space/CPU for.

This is always the case, even today.

That is true. We can always find the limits of whatever platform you're using, but the difference in what is actually possible now versus 39 years ago when the original Harpoon version was released in 1989 is probably beyond what many thought at that time.
--Mav
rmunie0613
Posts: 202
Joined: Tue Jan 02, 2018 7:41 pm

RE: CMANO and Harpoon

Post by rmunie0613 »

I used to chat with the guys who are the devs of CMANO fairly often...great chats. I remember very well the missing pieces of Harpoon, and how much work these devs did to make THAT an enjoyable game,the database Ragnar built, the nuke "workaround"- many explosions basically each triggered by another, etc.
Had the Harpoon devs been as friendly to their customer base as Rag, D, Mike, etc are now, then possibly all of this could have been in Harpoon, but for various reasons hinted above that never happened and some real poisonous issues came in,and chased these great guys into their own project...a sad occurrence, but one that I must admit to being glad for each time I turn on that project now.
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