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Everyone here probably already has it, but in case you don't, the Unity of Command trilogy can still be had for 85% off ($4.49) in the final hours of the Steam sale.
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# ? Jun 22, 2015 07:27 |
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# ? Jun 1, 2024 00:44 |
So I'm playing the "Brother Against Brother" (Colombia vs. Venezuela 2011) scenario in Command. I've got my dinky little frigate running an ASW patrol off my coastline, pinging away with her sonar. She finds a target and closes to it, then opens fire, and... well? Did I just shoot a torpedo at a whale or something at point-blank range and took the force of the blow due to proximity? In general this scenario has been one clusterfuck after another for me. The Venezuelan Air Force completely rocked mine, losing all 10 of my lovely Kfir multirole fighters (trading it for around 6 or 8 of theirs), my Navy is torpedoing sensor ghosts or something, and my bombers somehow ran out of fuel halfway to their target and crashed into the rainforest. I feel like I should have Yakety Sax playing in the background. Drone fucked around with this message at 19:47 on Jun 23, 2015 |
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# ? Jun 23, 2015 19:44 |
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That sounds fairly awesome, actually. Could CMANO be modded to support WWII or earlier naval combat? I'd love to fight hypothetical dreadnought battles and stuff like that.
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# ? Jun 23, 2015 20:08 |
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Alikchi posted:That sounds fairly awesome, actually. Nice. Way to go, Colombian military!
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# ? Jun 23, 2015 20:18 |
Alikchi posted:That sounds fairly awesome, actually. It really is. I always kinda used to sneer at the thought of Command seeming orders of magnitude more spergy than most grognard games, but it really isn't at all. Sure the interface is rough, but after running through the three tutorial scenarios, you get pretty good at handling it. I'm not regretting the purchase (but wouldn't have gotten it if it weren't half off). It's a good game but not like $80 good.
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# ? Jun 23, 2015 20:29 |
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Drone posted:So I'm playing the "Brother Against Brother" (Colombia vs. Venezuela 2011) scenario in Command. I've got my dinky little frigate running an ASW patrol off my coastline, pinging away with her sonar. She finds a target and closes to it, then opens fire, and... well? That scenario is completely unbalanced if not broken/unfinished. You should take a look at it in the editor. See, I was inclined to play that scenario because it has 1 for both difficulty and complexity, but I think that is only because those are the default values.
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# ? Jun 23, 2015 20:38 |
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Omi-Polari posted:Baloogan would have a better answer than me but I don't see why not. I know there's a scenario in the late 40s where a WW1 hand-me-down Chilean (I think) deadnought with some destroyers battle Peruvian gunboats. The main obstacle it seems to me is the sheer amount of computations for each individual round in a major naval gun battle. The info/events display would be impossible to read. I may have to dig into it, then. I've been reading about Jutland and would kill for something workable. Along those lines, it looks like the sequel to Steam & Iron: The Great War At Sea (which Grey Hunter LPed for a while) is on track. It is called Rule The Waves and apparently they're testing release candidates now. It sounds pretty cool: quote:Rule the Waves will be a development of the SAI system where the player will control the naval program of a major power from 1900 to 1920 or so. The player will design and build the ships of his navy within the limits of the naval budget, and also have some influence on foreign policy. Interaction with other nations will be simulated with tension levels, which will be affected by foreign policy events and to some extent player decisions. Eventually, when tension gets high enough, a war will break out and the resulting naval battles will be fought out in SAI using the ships the player has designed.
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# ? Jun 23, 2015 20:43 |
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Alikchi posted:I may have to dig into it, then. I've been reading about Jutland and would kill for something workable. Nice to see I'm not the only one keeping an eye on this one. I got pretty excited when they said they were about to release it a month ago, and then... nothing. Hadn't caught that post about a second release candidate. Thanks for posting.
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# ? Jun 24, 2015 00:19 |
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I just restarted the steam and Iron LP. Rule the Waves looks like it could be fun - building a line of ships and then finding out what the issue is - also, the idea that you don't control the politics - the designer said he was building a new line of battleships, only to have a naval treaty signed that meant they were all illegal!
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# ? Jun 24, 2015 11:51 |
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Grey Hunter posted:I just restarted the steam and Iron LP. Jack Fisher's Pro Naval Design Simulator 1904 But yeah, that sounds extremely fun. I hope there's an option to, ah, interpret the clauses of naval treaties.
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# ? Jun 24, 2015 14:04 |
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Seems unlikely considering the staggeringly insane cost of Dreadnoughts that a nation would agree to a treaty that rubbished ones they are already building. I would hope that things like this would be taken into account. I've been playing some Vietnam '65 and it's pretty good. Kind of makes me think how much fun it would be as a multiplayer game (would need a bit of rebalancing though.) I'd also like there to be some more granularity with the Ho Chi Minh trail. At the moment its just a series of VC spawn points and there's no way to disrupt or even really find it.
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# ? Jun 24, 2015 14:24 |
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Alikchi posted:That sounds fairly awesome, actually. CMANO doesn't model plunging fire, which is a rather serious omission anything involving ships with armor. I'm sure such modeling could be included if the developers decided to, though. Command: Historical Air/Naval Operations. DOOO ITTTTT.
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# ? Jun 24, 2015 17:20 |
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MrYenko posted:Command: Historical Air/Naval Operations. DOOO ITTTTT. Carrier Command: Historical Air/Naval Operations would be extremely my poo poo. Fight the Battle of the Coral Sea with the Graf Zeppelin and the Peter Strasser versus the Bearn and the Dixmude!
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# ? Jun 24, 2015 19:45 |
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FIgure out how to model coaling stations/capturing colliers and you could model the cruise of the Emden and von Spee's Falklands type stuff, too.
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# ? Jun 24, 2015 19:59 |
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Vahakyla posted:Why are the maps so low res on Command? I would have thought some higher res mods would have come out by now.
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# ? Jun 25, 2015 13:57 |
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V for Vegas posted:I would have thought some higher res mods would have come out by now. Use a tool to take a texture from google maps/earth, load a custom overlay.
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# ? Jun 25, 2015 14:55 |
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It has begun.
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# ? Jun 26, 2015 00:42 |
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dtkozl posted:
Just use the imperial German flag for the confederacy, works for nazi games.
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# ? Jun 26, 2015 01:06 |
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People are mad about it on the matrix forums because it was about state's rights and the North was being a bully! I want them to read the speeches from secession conventions and see if their heads explode.
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# ? Jun 26, 2015 01:16 |
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I want to play some of those games (Scourge of War, CWII, et al.) as the Union now. Not for any political reason or anything. Just because about every streamer/youtuber I've seen plays the Confederacy I mean COME ON.
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# ? Jun 26, 2015 01:22 |
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Omi-Polari posted:I want to play some of those games (Scourge of War, CWII, et al.) as the Union now. It's more fun to play as the underdog and turn things around.
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# ? Jun 26, 2015 01:49 |
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I'm irked Apple does this on a whim with zero notice.
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# ? Jun 26, 2015 01:52 |
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Yeah I agree with taking down the flags in front of state capitols because they were explicitly put there to be a gently caress you to civil rights in the 60s. But come on, no one ever became more racist when playing an ageod game, unless that race was the french.
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# ? Jun 26, 2015 01:53 |
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uPen posted:It's more fun to play as the underdog and turn things around. Yeah its unfortunate for video games that the Axis Powers and the Confederacy were so evil because being the outmanned underdog faction is generally a more interesting experience for a human vs an AI.
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# ? Jun 26, 2015 01:56 |
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I think it more has to do with game design front loading content. The axis and confederacy might be the underdogs in the long run, but they are also extremely powerful at the start because of their respective over-performances historically. So the game designers program around that and then the end game tends to be more of an afterthought. Basically they just give the union/allies so much poo poo after a few years because it is cheap and easy. Case and point you rarely see people playing the axis post 43 or the confeds post 63 when they are actually the underdogs.
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# ? Jun 26, 2015 02:03 |
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My guess is they didn't want to guess whether its a "This is a historical civil war game" vs. "This is Stormfront: The Game" so it was easier to just remove them all.
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# ? Jun 26, 2015 02:43 |
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pthighs posted:My guess is they didn't want to guess whether its a "This is a historical civil war game" vs. "This is Stormfront: The Game" so it was easier to just remove them all. Apparently it was done by a computer filter, and Apple will go back and look through the filtered content manually sometime in the near future. Also, Baloogan, did you ever get the chance to see my earlier post on CMANO? With the ships on land thing?
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# ? Jun 26, 2015 02:51 |
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Davin Valkri posted:Apparently it was done by a computer filter, and Apple will go back and look through the filtered content manually sometime in the near future. Yeah, took a look at it; not sure if its due to a bug or a hole in the terrain layer. Usually ships path around land... I'd recommend posting about it here http://www.matrixgames.com/forums/tt.asp?forumid=1279 with a save game if at all possible.
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# ? Jun 26, 2015 03:01 |
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pthighs posted:My guess is they didn't want to guess whether its a "This is a historical civil war game" vs. "This is Stormfront: The Game" so it was easier to just remove them all. Some of it is app reviewers interpreting rules differently, some of it is sweeping rules being handed down with no thought put into them. It's a mess.
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# ? Jun 26, 2015 08:06 |
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chrisoya posted:Apple make weird knee-jerk decisions to gently caress with app developers every other week. A while back they rejected a WW2 wargame for showing Russia and Germany as enemies. More recently they spent a few days rejecting FPS games that showed guns in their promo screenshots. They would let them through if you blurred them out, though! Or if you changed the guns to walkie talkies.
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# ? Jun 26, 2015 23:12 |
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ZekeNY posted:Or if you changed the guns to walkie talkies. "Hey E.T., use my walkie-talkie" *E.T. takes the W-T* "HAHA YOU STILL CAN'T PHONE HOME" Then they shoot E.T. Fin. Fake edit: Wasn't there another movie that had a major edit to take out the guns in it?
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# ? Jun 26, 2015 23:19 |
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Is there a way to view dead regiments in Case Blue? The history sheet will show defeats and casualties with survivors, but not sure if they give up or shattered or made it safely back. I can't tell off the OOB view either.
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# ? Jun 27, 2015 21:48 |
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I could have sworn there was a way to recreate broken regiments to rebuild divisions but I can't find it. If that exists you could use that to check what shattered.
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# ? Jun 28, 2015 02:31 |
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uPen posted:I could have sworn there was a way to recreate broken regiments to rebuild divisions but I can't find it. If that exists you could use that to check what shattered. There is a new unit button, but it just shows the different TOE's I think. I definitely have the bug for this game even though I'm still pretty bad at it. It makes the long term planning and reinforcements way more presentable than War in the East.
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# ? Jun 28, 2015 03:43 |
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What's the key to military ships in Distant Worlds: Universe? I have a pretty strong economy and exploration/colonization thing going but my military ships are getting owned by even space slugs and the lobsters. I've specialized in beams and torpedoes but it seems like the ships just jump around all over the place, even if they're in a fleet together, and I can hardly ever keep them together to really decide anything. Is this an AI behavior I need to be better regulating or is there something about ship design that's really good or bad?
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# ? Jun 28, 2015 04:35 |
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Chump Farts posted:There is a new unit button, but it just shows the different TOE's I think. Yeah you can create a new unit shell but I could have sworn there was a way to recreate if say the 1st regiment of the 101st division had shattered you could reform that regiment specifically rather that creating an empty shell of 4 new regiments for a newly numbered division. I can't find it anywhere though so maybe that was a different game I'm thinking of.
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# ? Jun 28, 2015 07:02 |
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gohuskies posted:What's the key to military ships in Distant Worlds: Universe? I have a pretty strong economy and exploration/colonization thing going but my military ships are getting owned by even space slugs and the lobsters. I've specialized in beams and torpedoes but it seems like the ships just jump around all over the place, even if they're in a fleet together, and I can hardly ever keep them together to really decide anything. Is this an AI behavior I need to be better regulating or is there something about ship design that's really good or bad? In my opinion the single most important attribute is speed and to a lesser degree turning speed. Set them to 'all weapons' instead of point blank in the design screen and watch them kite untill reinforcements arrive. Personally I run with manual fleets of 6-12 cruisers for raids early game and a host of automated frigates for anti-piracy and anti-monster duties (2-3 frigates per colony at first, even more later. You will eventually have hundreds of these. Limited to size 300 or so with 5 guns and 5 shields and the rest all engines). Later I add capitals and carriers to my fleets with enough firepower to make speed less important and redesign mining stations to carry a few fighters and enough other guns and shields to see off 2-3 pirate frigates at once. Though gravity gun pirates are annoying untill you get repair robots on your bases and ships. Also energy management. The readout for 'surplus energy' in the design screen needs to be equal or more than the sum of peak weapons energy use and maximum engine use. You want your ships to be able to fire all weapons while moving at flank speed. If you don't have enough I think weapons get priority so your ships slow down and get eaten. Oh and enough energy collectors on everything to cover static energy use so that you only use fuel for actual movement and fighting. Caconym fucked around with this message at 09:05 on Jun 28, 2015 |
# ? Jun 28, 2015 09:02 |
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I played First Contact 1986 scenario in CMANO and had a blast (in more than one ways). Managed to squeeze out a minor victory in the end even. The scenario reminded me of the similar one in Harpoon 2 (I think it was called Dawn Patrol). There victory was easy, just keep low profile and when you detect emissions from radar that doesn't look like a fishing vessel, blast it under the sea. Didn't work out that well in CMANO though. Sometimes I spotted Soviet units before they managed to fire at me, sometimes not. How should I approach the scenario in order to detect them sooner? Keeping my radars on all the time sounds like an invitation to be targeted with multiple missiles. On a related note, Harpoon 2 had a scenario where subs were trying to sneak in close to Stockholm and Swedish forces were trying to detect and stop them. Does CMANO have something similar?
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# ? Jun 28, 2015 12:16 |
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I've been having a lot of fun with CMANO too, but the lack of care taken over the interface does frustrate me a lot. The game would be improved immeasurably if they would implement some really basic user interface conventions to make all that data more parsable. I even had a look over the file structure this morning to see how feasible it would be to mod. Hey Baloogan is there any kind of "CMANO Interface Improvement Project" yet that I can contribute to?
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# ? Jun 28, 2015 13:29 |
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# ? Jun 1, 2024 00:44 |
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Chump Farts posted:There is a new unit button, but it just shows the different TOE's I think. Let me know if you want to play another game, playing this pbem instead of vs a computer is so much better. I'd be up for whatever sides/scenario.
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# ? Jun 28, 2015 17:38 |