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Stuff To Discuss

Posted: Tue Aug 24, 2010 9:38 pm
by Mad Russian
Here is just how intense a turn 1 phase can be.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Tue Aug 24, 2010 9:42 pm
by Mad Russian
In my scenarios I use a simple system for rank that covers all armies.

Col - Senior Colonel
LTC - Jr Colonel
Maj - Major
Cpt - Captain
SLt - Senior Lieutenant
Lt - Lieutenant
SSgt - Senior Sergeant
Sgt - Sergeant
Cpl - Corporal

I think that when this is coupled with the platoon commanders name and unit, Sgt Steiner 1/1/11th PG Rgt, that it gives PCO a greater immersion factor.

Good Hunting.

MR

RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 9:51 am
by Mad Russian
I see that building across the street. I can see it. But in game terms what is it? Map Maker can assign a variety of attributes to a single building structure. So how do you tell whether it's a light or heavy building in the game?

Just click on it.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 9:53 am
by Mad Russian
There dozens of possible combination's for building construction.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 9:54 am
by Mad Russian
As you can see in this village I've created.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 9:56 am
by Mad Russian
The variety for scenario designers to make different structures, even if they were to use the same building graphic, is extensive.

Good Hunting.

MR


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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 9:59 am
by Mad Russian
Even the church gets in on the act.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 10:04 am
by Mad Russian
Even the small things matter. Here I'm taking fire from a German position. German tracers are red and Soviet tracers are in green. Like they were in the war.

Just from this screen shot you can identify a Soviet leader, the bottom of the round coin ID at the top of the shot, with two members of Soviet units that are not leaders. You can see several identified German units. They all seem to be normal members of units and not leaders, but the TAC AI won't show you the disposition, or command structure, of enemy units.

FOW you know.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 11:11 am
by Geordie
Interesting stuff, although I never really saw Panzer Command games as anything other than Armour Versus armour.   I know the infantry remain representational in their squads but has the infantry model been changed, re-modalled or adapted for the new version?

RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 11:38 am
by junk2drive
Your question is not specific enough.

RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 5:04 pm
by Mad Russian
Armor is not the only model we made changes to. Airpower, artillery and infantry all had changes made to their models as well. The infantry model, being the most detailed, will take the most reworking. That being the case, it is set to have it's combat model reworked and implemented in PC4.

There have been changes to the current infantry model that makes it better than they were before PCO. There are more orders, interface changes, and a general smoothing out of the entire infantry model.

After the PCO update we will progress to the PBI and see if we can do for them what's been for tanks and artillery in PCO.

Good Hunting.

MR

RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 5:11 pm
by Geordie
ORIGINAL: junk2drive

Your question is not specific enough.
I know! However I think MR managed to give me the gist of what I was rambling on about. Cheers

RE: Stuff To Discuss

Posted: Wed Aug 25, 2010 8:46 pm
by Mad Russian
Here is the new scenario editor interface. It looks pretty much like the old one and the functions are almost identical.

Editor on the left half and AI map on the right half of the screen.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Thu Aug 26, 2010 1:14 am
by Zemke
The one really great thing CM:SF did was model the the impact of the spread of artillery, or the sheaf as it is called.  This allows you to fire on a point, linear, or circle spread of shells.  Most tactical games do not have this feature, does PCO?

RE: Stuff To Discuss

Posted: Thu Aug 26, 2010 1:16 am
by Mad Russian
Keep in mind that CMSF is a much different time period.

In WWII artillery was much more straight forward in it's use. PCO models both open and closed sheaf. You can fire on target or open the sheaf up to hit a wider linear target. No circle shoots.

Good Hunting.

MR

RE: Stuff To Discuss

Posted: Thu Aug 26, 2010 1:19 am
by Zemke
Good enough, I am sold.

RE: Stuff To Discuss

Posted: Thu Aug 26, 2010 9:07 am
by Mad Russian
There is an entire list of hotkeys for this game. During game play everything can be toggled on or off - map grid, terrain map, message box, trees can be shown as full/partial/none, unit ID coins, game performance statistics, HUD, view briefing and access unit specifications. The message box can be resized during game play, as well as turned off. All hotkeys are shown through tooltips.

The game also allows for 3 way points, not unlimited.

You can't set an AFV's ammo loadout by round but you can determine what it has in 10% increments. The loadouts are set on SOP for the number and types of rounds each carried.

When you enter a building or get in/on a vehicle you get leave in the same location. For example, if you get in a building on the east side, when you leave the building you leave it from the east side as well. This feature may be changed by release time.

MOST of what we are showing you is pretty much set in stone but we are continuing to develop the features and some of them may change before release.

Good Hunting.

MR

RE: Stuff To Discuss

Posted: Thu Aug 26, 2010 5:59 pm
by Mad Russian
There are Victory Location flags everywhere. So, how do you find out just how much they are worth?

Click on them and it will tell you.

Good Hunting.

MR

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RE: Stuff To Discuss

Posted: Fri Aug 27, 2010 7:38 am
by petrus58
I'm really excited by PCO, and my thanks in anticipation to everyone involved.
 
Just one small Q: will it be possible to toggle VF on/off?

RE: Stuff To Discuss

Posted: Sat Aug 28, 2010 12:45 am
by Mad Russian
ORIGINAL: Petrus58

I'm really excited by PCO, and my thanks in anticipation to everyone involved.

Just one small Q: will it be possible to toggle VF on/off?

Not at the moment but probably by the time the update is released.

Good Hunting.

MR