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RE: Close Combat - The Bloody First, dates update

 
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RE: Close Combat - The Bloody First, dates update - 4/5/2017 6:31:48 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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Yes adding a general indication of armor value would be great!

Also, another suggestion, in the tactical map page (the one that shows the entire map) , add an option to view the content of the regiments. For example, when we right click on the regiment's icon, to be able to select 'VIEW DETAILS' for example, and that is just to see all the units in that selected regiment. In 'Gateway of Caen' ,we could only know what are the units after the move is done (in the unit selection page).

(in reply to Steve McClaire)
Post #: 151
RE: Close Combat - The Bloody First, dates update - 4/7/2017 8:21:19 PM   
CGGrognard


Posts: 364
Joined: 10/3/2013
From: Washington, DC
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Thank you Steve for the screen shots. Just those two screen shots, and some of the questions you have answered indicate you and your team are making the effort in making this the best CC of the series. Thanks again.

_____________________________

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

(in reply to UnderThunder)
Post #: 152
RE: Close Combat - The Bloody First, dates update - 4/8/2017 1:33:18 PM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
Status: offline
More screenshots would be welcome. Specially showing hills and changes in the terrain.

(in reply to CGGrognard)
Post #: 153
RE: Close Combat - The Bloody First, dates update - 4/9/2017 5:38:22 PM   
nikdav

 

Posts: 144
Joined: 3/9/2008
From: Italy
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Thanks for the hard work to revive this series of masterpieces.
I see the screenshots and can't express my emotion. Thanks again !

(in reply to Nomada_Firefox)
Post #: 154
RE: Close Combat - The Bloody First, dates update - 4/12/2017 2:06:16 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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AI problems when attacking that needs to addressed in future close combat games.
I have played many battles in 'Gateway to Caen' , and I have concluded the following about the AI:

1- When the AI is defending, it does a good job and give you a challenge sometimes depending on how weak/strong the battle groups are.

2- When the AI have just 1 victory point, they attack massively, and can take 1/2 or 3/4 of the victory points in the map especially if your battle groups are weak and cannot do anything against their tanks.

3- UNFORTUNATELY, the next round during the map that they have conquered most of it (3/4 of the victory location for example) , they just sit in the back in the victory location where they were during the previous round! And what is worse, is that they do not attempt to attack , but instead, they go to the defensive while their MAIN MISSION was to attack and gain ground in the first place.

What happens then when the AI in the next round puts his infantry and tanks back without defending the captured victory points of the previous round, is that you can capture back most of the victory points captured by the AI in the previous round, without putting any fight! ...and that is just because the AI does not want to put his infantry and tanks in the captured victory points, but instead it chooses to stay in the back, on the defensive and not moving at all.

Number 3 is a big problem that needs to be fixed. Please just fix the AI issues so that (In future Close combat games) ,when it captures victory points, the next round it makes sure to place its forces on those captured victory points, and keep on attacking.

Also, we would appreciate it if you release a patch fixing this AI issue in 'Gateway to Caen', so that we can have fun while playing as defenders

Thank you

< Message edited by UnderThunder -- 4/12/2017 2:10:28 PM >

(in reply to nikdav)
Post #: 155
RE: Close Combat - The Bloody First, dates update - 4/12/2017 9:20:41 PM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
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When BF is a complete new game, I do not understand because you are speaking about the problems from GTC. It has not sense.

All we know how bad was the AI at previous versions, just it was a bit fun when it defended. But attacking or other thing, it was bad, very bad.

About a patch, I would not wait miracles, they knew these problems years ago and they made the best that they could make for a more of 20 years old engine. They have spoken many times about how the old engine had problems and it did not let a better work. Just it is impossible.

(in reply to UnderThunder)
Post #: 156
RE: Close Combat - The Bloody First, dates update - 4/12/2017 9:44:51 PM   
PipFromSlitherine

 

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Joined: 6/23/2010
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It is best to let the new game speak for itself I would say.

Cheers

Pip


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(in reply to Nomada_Firefox)
Post #: 157
RE: Close Combat - The Bloody First, dates update - 4/12/2017 10:21:47 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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Well, I am just trying to tell my opinion based on my experience to help improve ' The Bloody First'...
The problem is just that many times,the AI does not defend the conquered victory locations it has taken from the previous round, but instead it puts all the infantry and tanks in the rear, letting you very easily retake the victory locations that you lost in the previous round.



< Message edited by UnderThunder -- 4/12/2017 10:22:30 PM >

(in reply to PipFromSlitherine)
Post #: 158
RE: Close Combat - The Bloody First, dates update - 4/13/2017 2:24:54 AM   
mickxe5

 

Posts: 90
Joined: 4/9/2016
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A big part of the AI's problem was that it got stuck with the inept default deployment while the player was allowed to redeploy. Skip the Deploy phase and play with the default deployment for a more balanced battle.

(in reply to UnderThunder)
Post #: 159
RE: Close Combat - The Bloody First, dates update - 4/13/2017 4:13:04 AM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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The deployment phase of the AI is pretty bad. It should be smarter and deploy to defend its front lines, rather to deploy all of its troops in the back. And I guess if that deployment issue is fixed, 75% of the AI problems are gone. I know we cannot have a perfect AI, and the AI is never going to be perfect, but making the AI to deploy in its front lines rather than in the back should be an easy task :)

(in reply to mickxe5)
Post #: 160
RE: Close Combat - The Bloody First, dates update - 4/13/2017 7:44:16 AM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
Status: offline
quote:

but making the AI to deploy in its front lines rather than in the back should be an easy task :)

You think this because you see the old engine as a normal game but it is not a normal game. With millions of games in the world, people usually think how everything can be made at all plattforms with only write a new code.

Anyways, if I was Steve, I would see your words as something bad or a insult because you are thinking how after more of 10 years, these things could be fixed.

But I am more realistic, if these things were not improved, this is because it can not be made better. Ever in the old engine.;)



(in reply to UnderThunder)
Post #: 161
RE: Close Combat - The Bloody First, dates update - 4/13/2017 5:14:34 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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Steve himself told us that the AI is getting an overhaul. I just said that the deployment of the AI is bad and that is what mostly causes the AI to delay the attack. And for people who wonder why the AI cannot attack successfully, the bad deployment is the major cause. Whether this could be fixed or not, is up to the developers.

I have seen many people complaining about this AI issue on Steam, so definitely fixing this AI issue will help get more sales. I am just telling what I have concluded based on my many hours of game play, and in order to help make the next game better.



(in reply to Nomada_Firefox)
Post #: 162
RE: Close Combat - The Bloody First, dates update - 4/13/2017 9:16:23 PM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
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quote:

Steve himself told us that the AI is getting an overhaul.

He was speaking from Close Combat Bloody First, the new game, not GTC. The unique relation between BF and GTC is the system of gameplay, nothing more, everything is new.;)

(in reply to UnderThunder)
Post #: 163
RE: Close Combat - The Bloody First, dates update - 4/13/2017 9:24:19 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
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I didn't say that the AI improvements were for GTG, we were talking about the new game... So clearly, you did not understand what I was trying to tell. All i want is a new AI improvement for the next game. But I did also ask for a patch for GTC if possible

And glad to hear that everything is new

< Message edited by UnderThunder -- 4/13/2017 9:26:16 PM >

(in reply to Nomada_Firefox)
Post #: 164
RE: Close Combat - The Bloody First, dates update - 4/14/2017 8:00:12 AM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
Status: offline
Sorry but you wrote this......
quote:

AI problems when attacking that needs to addressed in future close combat games.
I have played many battles in 'Gateway to Caen' , and I have concluded the following about the AI:


quote:

Also, we would appreciate it if you release a patch fixing this AI issue in 'Gateway to Caen', so that we can have fun while playing as defenders


Clearly you were not speaking about BF and you were comparing BF with the older games as if they were the same. Asking a patch for a older game in non-GTC thread.

I understand you very well. But I have told you things told before by the developers about how they can not make a better work with the previous games. It is not possible. They can not get more from them. They are a 20 years old game. 20 years at computers is as if it was a prehistoric engine.

About the new game, clearly it will add a new AI, starting from scratch. I am sure how it will be a lot better. Just by the difference of technology. Perfect? probably no but a lot more perfect than the older games. I say how it will not be perfect because there is not perfection in games, ever and each player will have different opinions.

(in reply to UnderThunder)
Post #: 165
RE: Close Combat - The Bloody First, dates update - 4/14/2017 10:50:17 AM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
Status: offline
Ok great then, that is what we all want :) I thought the same engine will be implemented in BF, but if everything is new that's good news

(in reply to Nomada_Firefox)
Post #: 166
RE: Close Combat - The Bloody First, dates update - 4/15/2017 12:02:03 AM   
Saturnian

 

Posts: 28
Joined: 12/7/2013
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Wow, I like what I see! I was worried but I see you do have a talented team.

I hope that you take your time on the soldier animations. Perhaps making some versatility in the appearance of individual soldiers. If not height differences then differences in uniforms. Dirt, grime, blood. Give each soldier a personal touch that stays with them. Because part of the fun of the game is the attachment you get to your soldiers. It is what makes Close Combat a good game.

But most importantly of all: the movements. For example climbing over hills and walls. In 2d they just crawled really slowly when ascending sharp angles. I'd like to see minute attention to detail for soldier movements.

It is [current year] and there is no excuse not have attention to detail for the soldiers we are commanding. If we keep track of their kills and their acts of cowardice, then please then pay closer attention to the details in their movements. Such as when they are reloading, unarmed, fighting with knife. If they drop their gun or have a pistol, please don't make them running with a rifle(this has been a problem since I think CC2). If they shoot a pistol, please make sure they shoot with a pistol(also since CC2 if not 1). If they are using an anti-tank gun, please don't make them holding a rifle or mortar. pretty please with sugar on top.

< Message edited by Saturnian -- 4/15/2017 12:05:09 AM >

(in reply to Steve McClaire)
Post #: 167
RE: Close Combat - The Bloody First, dates update - 4/22/2017 9:14:48 PM   
Nomada_Firefox

 

Posts: 516
Joined: 11/12/2001
From: Spain
Status: offline
Any news? we have not seen nothing of you for one month.

(in reply to mickxe5)
Post #: 168
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