Good stuff. Don't hide all the good ideas in a screenshot thread though, we might miss them.The looks are really awesome. I have 4 wishes for this game as the natural evolution of of TC2M.
1) Ability to play with 1 man = x men. Switch option to play with more than 20 visible soldiers on a brigade of 600 undred (X=3 means u see 200 soldiers in that regiment).
2) Don't make the officers detached from their regiment run straight into the enemy when trying to rally them and don't make the couriers go close to the enemy when going to give orders.
3) Make the officers be a target by sharpshooters and ordinary soldiers. Casualties among officers were 15% higher than regular infantry. This also means make the AI put the officers in a safe place.
4) Make the arty work.
August Screen Shots
Re:August Screen Shots
GShock wrote:
Re:August Screen Shots
Honestly i have serious issues with finding threads...i am more used to invision boards. It took me 5 minutes to find my own message, basically by using the search feature pointed on my nick (got lucky JC Edwards named me so i found it).
I find the gameplay awesome, and the moddability of the engine will bring countless community projects. It's THE game on CW, simple as that.
U already know about the arty problem so i won't linger on it. We need to arty down enemy arty and have explosive shells and shrapnel actually kill something...not just the infantry but also the arty crewmen we target. The advantage of arty numbers should be visible when the enemy arty is rendered ineffective...arty should then always be the primary target to prevent it from the devastating effects it had during the CW.
I tried the impossible with TCM2 but i think there's got to be a bug in the process and i don't know where.
The suggestion on the shown numbers in regiment comes from a modding view. It's easier to mod the kill ratios (all those 50000 tables of factors) when we have a visual indication of the losses that reflects the actual losses. HW wise, having 600 men in a bde and making them all move is cumbersome on the CPU and GPUs but that's all for the modding....once you know how many casualties you make, you could revert back to "show 1/10" or any factor cpu-friendly. Men numbers being shown this way, would need a switch to also decide whether you want the volley fire or not. (First line should kneel, you know what i mean)...that's more than just eyecandy but the essential remains: If modder sees 1 dead = 1 kill he can very quickly adjust the values to his liking.
I can say of myself i am a pro betatester...i unfortunately never arrive in a project with the alpha stage so it's generally too late to really contribute, except with the bugsquashing. Having been beta for AACW and being still for WBTS and FoF i say i am qualified for the CW period. If u need, just let me know.
Sorry for this huge OT. I ll try to learn my way around these new boards and next threads will be on topic.
I find the gameplay awesome, and the moddability of the engine will bring countless community projects. It's THE game on CW, simple as that.
U already know about the arty problem so i won't linger on it. We need to arty down enemy arty and have explosive shells and shrapnel actually kill something...not just the infantry but also the arty crewmen we target. The advantage of arty numbers should be visible when the enemy arty is rendered ineffective...arty should then always be the primary target to prevent it from the devastating effects it had during the CW.
I tried the impossible with TCM2 but i think there's got to be a bug in the process and i don't know where.
The suggestion on the shown numbers in regiment comes from a modding view. It's easier to mod the kill ratios (all those 50000 tables of factors) when we have a visual indication of the losses that reflects the actual losses. HW wise, having 600 men in a bde and making them all move is cumbersome on the CPU and GPUs but that's all for the modding....once you know how many casualties you make, you could revert back to "show 1/10" or any factor cpu-friendly. Men numbers being shown this way, would need a switch to also decide whether you want the volley fire or not. (First line should kneel, you know what i mean)...that's more than just eyecandy but the essential remains: If modder sees 1 dead = 1 kill he can very quickly adjust the values to his liking.
I can say of myself i am a pro betatester...i unfortunately never arrive in a project with the alpha stage so it's generally too late to really contribute, except with the bugsquashing. Having been beta for AACW and being still for WBTS and FoF i say i am qualified for the CW period. If u need, just let me know.
Sorry for this huge OT. I ll try to learn my way around these new boards and next threads will be on topic.

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Re:August Screen Shots
Just a comment on your volley fire statement regarding the front rank kneeling. Is kneeling called out in Casey's or Hardee's for volley fire? At least from a reenacting standpoint where the officers drill us based on usually Hardee's or Casey's, volley fire is done with both front and rear ranks standing.
You can get farther with a kind word and a gun than you can with a kind word alone.
Re:August Screen Shots
It doesnt really matter much the stance (it's just a visual programming of new sprites and animations) but the effects of the volley and fire at will should be inserted in the new game as there was a very strong difference between the two firing modes.
What i can see from the SS thread is that there was a huge improvement on the graphics side. Considering we're on sprites, this choice had me puzzled at the beginning, in a 3d world build with models everywhere (Total war, world in conflict, company of heroes, warhammer, etc). I really hope the 1 dead = 1 kill switch can be modded. The thing i hate the most is seeing corpses fall over the body of a live soldier and ...say 50 corpses behind a unit showing only 20
With a switch 1/20 enabled on a 600 men regiment, u'd only see 1 dead in 30 kills. Bad for testing but appropriate for the scale. (And the good side is that the CPU/GPU will thank the Lord lol)
Gamewise the looks unfortunately matter a lot in a 3d world
(otherwise we'd better play John Tiller's CW battleground or other chit/piece games), yet these SS show a huge improvement in graphic quality...i am almost convinced a sprite is as good as a 3d model. Almost
Go Norb Go !!!

What i can see from the SS thread is that there was a huge improvement on the graphics side. Considering we're on sprites, this choice had me puzzled at the beginning, in a 3d world build with models everywhere (Total war, world in conflict, company of heroes, warhammer, etc). I really hope the 1 dead = 1 kill switch can be modded. The thing i hate the most is seeing corpses fall over the body of a live soldier and ...say 50 corpses behind a unit showing only 20

With a switch 1/20 enabled on a 600 men regiment, u'd only see 1 dead in 30 kills. Bad for testing but appropriate for the scale. (And the good side is that the CPU/GPU will thank the Lord lol)
Gamewise the looks unfortunately matter a lot in a 3d world
(otherwise we'd better play John Tiller's CW battleground or other chit/piece games), yet these SS show a huge improvement in graphic quality...i am almost convinced a sprite is as good as a 3d model. Almost

Go Norb Go !!!
Re:August Screen Shots
Our goal, and Jim and I have discussed this in depth, is to make some of the stuff objects. We won't do that for this version, but we feel that we can mix it up and come up with something that looks awesome where it needs to, but still runs well. For the future, but that's where we're heading. We had it running full 3D objects a while back when I first started the rewrite, it was pretty cool, but not all that much better.
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Re:August Screen Shots
Since the NSD team has stated they are committed to recreating the battlefield in great detail, I think I am just as anxious to explore the field as I am to play the game. Even though I live close enough to what looks to be the battlefield represented in the screen shots to visit it anytime I want, I'm anxious to see all the views not currently available in real life. Even with current battlefield rehabilitation projects at the various battlefields around the country, there are still those pesky then vs. now differences in the viewsheds, either from natural or man made causes. Even with the practical limitations of how much detail can be accurately portrayed, it still should be very interesting.
You can get farther with a kind word and a gun than you can with a kind word alone.
Re:August Screen Shots
Just got the latest map, the latest flags and it looks very sweet! Just fixin the bugs, but it's pretty eye candy.
Re:August Screen Shots
norb wrote:
(droooooooool) we need a drool icon!!!:woohoo:
Just got the latest map, the latest flags and it looks very sweet! Just fixin the bugs, but it's pretty eye candy.
(droooooooool) we need a drool icon!!!:woohoo:
"It is strange, to have a shell come so near you...you can feel the wind."
Re:August Screen Shots
Possible to see a vid of the tests ? Would love to see something in motion rather than a beautiful set of screenshots 

Re:August Screen Shots
We don't have the final toolbar in the game yet or I would. I can't release a video unless it's pretty close to complete. Notice none of our screens have the toolbar. We are getting close though.