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RE: New Features for COTA

Posted: Wed Sep 21, 2005 7:23 pm
by sterckxe
ORIGINAL: 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]

hm, you're probably right - reverse psychology and all that - will run a series of tests on Arjuna to see if your theory is correct.

@Arjuna : I *don't* want the Malta 1942 scenario to be ready by next week when I've got some of time to test it. [:)]

Greetz,

Eddy Sterckx

RE: New Features for COTA

Posted: Wed Sep 21, 2005 9:18 pm
by Bodhi
While the zoom topic is fresh here's another aspect. When zooming is initiated I expected to zoom in on the initial cursor position, not the current map centre. Not too sure which app/s I've been using that have made me think this behaviour is normal, but it what's I expected to happen.

RE: New Features for COTA

Posted: Wed Sep 21, 2005 11:25 pm
by Arjuna
ORIGINAL: Bodhi

While the zoom topic is fresh here's another aspect. When zooming is initiated I expected to zoom in on the initial cursor position, not the current map centre. Not too sure which app/s I've been using that have made me think this behaviour is normal, but it what's I expected to happen.

And that is exactly what it does now - zoom in on the current mouse pointer location. We aim to please.[:)]

RE: New Features for COTA

Posted: Wed Sep 21, 2005 11:27 pm
by Arjuna
ORIGINAL: BigDuke66

Improved Data displays

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

I was hoping to get time to implement this but alas no. It is now high on the wish list for the follow on titles and we do have a quite a few of them in the pipeline.

RE: New Features for COTA

Posted: Thu Sep 22, 2005 1:10 am
by Bodhi
ORIGINAL: Arjuna
And that is exactly what it does now - zoom in on the current mouse pointer location. We aim to please.[:)]

Great news. All this is just icing on the cake - you've pleased me long ago with the system as seen in HTTR.

RE: New Features for COTA

Posted: Sun Sep 25, 2005 12:18 pm
by Apollo11
Hi all,
ORIGINAL: Arjuna
ORIGINAL: Bodhi

While the zoom topic is fresh here's another aspect. When zooming is initiated I expected to zoom in on the initial cursor position, not the current map centre. Not too sure which app/s I've been using that have made me think this behaviour is normal, but it what's I expected to happen.

And that is exactly what it does now - zoom in on the current mouse pointer location. We aim to please.[:)]

Thanks Dave!


Leo "Apollo11"

RE: New Features for COTA

Posted: Mon Oct 31, 2005 5:41 pm
by hank
This is a feature I thought may be good. Have a hot key that turns off and on all units facing. This would help (me) see my lines of defense for all my forces. And for advancing formation have this hot key turn on formation of units (formation plus size - echelon right, arrowhead, etc.).

I had mentioned in another post about adapting this engine for Civil War and Napoleonic Era but I wanted to see my units in their actual formations which in the Civil War and other battles of that time were primarily shoulder to shoulder skirmish lines. Having only square icons for units only tells you basically where they are located and tells you nothing about their facing and disposition unless you click on that units destination. The light went on last night that HttR aleady has this feature if it could be modified to show all unit facings or formations with the simple boxes HttR uses now. That's all I would need ... the facing boxes (and formation indication) all on or off ... plus the standard HttR feature of displaying this for the individual units.

Just a mind fart I had last night. Please excuse if its already been mentioned in another post. [&o]

Hank

RE: New Features for COTA

Posted: Tue Nov 01, 2005 12:20 am
by Arjuna
Good idea...next game though.

TT2527 - UI - Display Tool Bar - Ability to display formation frontages and facings for all forces

RE: New Features for COTA

Posted: Tue Nov 01, 2005 12:59 am
by elmo3
A quick question on new features that has probably been asked and answered several times already:

Any plans to port the new features back to HTTR? Thanks.

RE: New Features for COTA

Posted: Tue Nov 01, 2005 3:00 am
by Arjuna
Not at this stage. While we were considering doing this as a matter of course, the sheer extend of new features in COTA make this a major undertaking and commercially it would not be justifiable. So we will be putting our energy into developing new features for new titles rather than retrofitting.

Having said that, at some stage, when we have more powerful machines and have team play I would dearly love to fight the entire op Market Garden battle.

RE: New Features for COTA

Posted: Tue Nov 01, 2005 4:39 am
by Fred98
As for a retro fit-

I have said before my favourite wargaming scenario is a fictional scenario within an historical setting.

Market Garden has been wargamed to death and I have no interest in a retro fit.

The Bulge too.

But how about a fictional bulge set on the Eastern Front?

Bulge “A” set any time from 1941 – 1944 the Germans advance and form a fictitious bulge and need to be defeated.

Bulge “B” set any time from 1942 - 1944 the Russians advance and form a fictitious bulge and need to be defeated.


The game could be titled "The Eastern Bulge".
-

-





RE: New Features for COTA

Posted: Tue Nov 01, 2005 11:15 am
by elmo3
Fair enough Dave. Thanks.

RE: New Features for COTA

Posted: Tue Nov 01, 2005 2:51 pm
by elmo3
Another question on new features comes to mind:

Can airpower interdict the flow of supplies now in some abstract way? Thanks.

RE: New Features for COTA

Posted: Tue Nov 01, 2005 11:09 pm
by Arjuna
No we have not written any new code for airpower to interdict supplies. I'll add it to the wish list for one of the games after COTA.

TT2530 - UI - AI - Air Interdiction of Resupply - offmap and onmap

RE: New Features for COTA

Posted: Wed Nov 02, 2005 1:00 am
by elmo3
Thanks.

RE: New Features for COTA

Posted: Thu Nov 03, 2005 8:57 am
by save
A question :

To be able to play whole of Market Garden battle - what cpu / memory do you have to have if you made it ?

RE: New Features for COTA

Posted: Thu Nov 03, 2005 12:50 pm
by Arjuna
save,

That would depend on how many processors, what caching, RAM etc. At the moment our limit is 400 units. At roughly 100 per division. For MG there were roughly 800 Allied units and probably 500 German. So roughly three times as many. But that does not mean all you need is cpu running at 10 Ghz. One of the biggest processing hogs is LOS checks. If you have 200 friendly units v 200 enemy units all within potential LOS range then you have 200 x 200 LOS checks = 40,000. Now if you have 600 friendlies v 600 enemy units you end up with 600 x 600 = 360,000 LOS checks or 9 times as many. So what we really need is a 30 Ghz cpu.

Of course if everyone had two cpus in their PC we could write code to utilise both concurrently - eg hiving off the LOS checks say onto one cpu , leaving the other for route finding etc.

RE: New Features for COTA

Posted: Thu Nov 03, 2005 1:28 pm
by wodin
30ghz... holy mackeral Batman!

RE: New Features for COTA

Posted: Thu Nov 03, 2005 1:37 pm
by elmo3
ORIGINAL: wodin

30ghz... holy mackeral Batman!

What, you mean you don't have that in your PC now? Time for an upgrade! [;)]

RE: New Features for COTA

Posted: Thu Nov 03, 2005 2:27 pm
by sterckxe
ORIGINAL: wodin
30ghz... holy mackeral Batman!

Given Moore's Law (processor speed doubling every 18 months) we'll get there in 5 years ...

Greetz,

Eddy Sterckx