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Topic: Wartime Command Dev Update

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All Forums : [GAMES] : Computer Gaming > Wartime Command Dev Update
29 OCT 2003 at 4:21pm

miker_CLO

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The 8th update in the huge line of screens and info has come upon us once more. This time around we show the German Elefant Heavily armoured tank herding with its colleagues. We also show off some landscape scenes that are postcard perfect. See all updates on the official site: [url]www.codemasters.com/wartimecommand[/url] or on the forum: [url]http://community.codemasters.com/forum/forumdisplay.php?s=&forumid=185[/url] [img]http://community.codemasters.com/forum/images/miker/elefant01_b.jpg[/img] BTW all the shots are in game shots

Michael Rowland Community Liaison Officer Action/Strategy Games Codemasters

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29 OCT 2003 at 11:30pm

MarcusW

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Considering their rarity isn't even one, one too many?
[url=http://www.operation-flashpoint.org.uk/][img]http://www.operation-flashpoint.org.uk/images/CSO-Banner-OFP.gif[/img][/url]

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30 OCT 2003 at 1:23am

Corporal Trim

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Geez, Axrael. Who pissed in your cornflakes ? You have to admit that's a pretty screenshot, so what if most of the Elefants bit the dust at Kursk ?
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30 OCT 2003 at 2:46am

LongBlade

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That _is_ and impressive image; all the more so that it's a screen shot from the game.

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30 OCT 2003 at 8:10am

Marcks

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Originally Posted By Corporal Trim
Geez, Axrael. Who pissed in your cornflakes ? You have to admit that's a pretty screenshot, so what if most of the Elefants bit the dust at Kursk ?
Yeah, Ax seems a bit grumpy as of late. Screenshots looking very nice.
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30 OCT 2003 at 3:32pm

miker_CLO

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Originally Posted By Marcks
Yeah, Ax seems a bit grumpy as of late. Screenshots looking very nice.
We do have quite a few rare units in the game which were used once in the war but the 1C guys liked them so have put it in. It goes for quite a few unique units, but that doesnt mean we are neglecting any of the other units

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30 OCT 2003 at 3:54pm

LongBlade

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Thank, Miker. The folks here won't mind at all as long as the TO&E is accruate
Besides, playing with Jagdpanzers and Elefants is fun from time to time. :cool:

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30 OCT 2003 at 8:55pm

Addleminded

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Originally Posted By axrael
Considering their rarity isn't even one, one too many?
You seem to misunderstand what rarity actually is. Most vehicles that might be classified as "rare" due to low production numbers may actually have been quite common at a single place and time (ie, one trainload is made and deployed at the same spot).

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31 OCT 2003 at 1:49pm

Barkhorn1x

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Originally Posted By Addleminded
You seem to misunderstand what rarity actually is. Most vehicles that might be classified as "rare" due to low production numbers may actually have been quite common at a single place and time (ie, one trainload is made and deployed at the same spot).
Excellent point - in a Kursk scenario you could very well use/or encounter and Elephant. Similarly a JagdTiger or 2 would not be out of place in the Palatine campaign of 1945. Now Different Question = what is gameplay like. What do you as the player need to do to control/fight these units? How do you win a scenario?
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26 FEB 2004 at 12:26pm

miker_CLO

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Well it's been a while, but we're finally up to update 16 and quite a few hundred screenshots along. You can check these out on the newer website at www.codemasters.com/wartimecommand We have also just started doing a regular Dev Diary for the game, the latest being on Path-finding. Be sure to drop on by and say hi.
Michael Rowland Community Liaison Officer Action/Strategy Games Codemasters

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26 FEB 2004 at 2:11pm

Pie4Foo

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Yep, I've been keeping our readers up to date on the new diaries periodically via news updates: http://www.wargamer.com/news/news.asp?nid=549 I'll add one today for the latest updates.
Chris "Pie4Foo" Abele The Wargamer Content Director

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24 MAR 2004 at 5:48am

miker_CLO

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A little update on the updates
We are now up to number 18, and are covering the non-armoured venhicles in game now from the Willy's jeep to the Russian equivalents. Check them out at the above link at codemasters.
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24 MAR 2004 at 7:12am

sibeurfph

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This game is looks like its going to be fantastic.....

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24 MAR 2004 at 12:45pm

TheHornyHobbit

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it looks oh so pretty indeed...
Lead me, follow me, or get out of my way. - General George Patton Jr [link=http://prochelo.com/stl-web/bulletin/bb/index.php] Mad Cow's Steakhouse, where all the cool kids go. [/link]

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24 MAR 2004 at 2:55pm

benpark

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I would like to see some sort of rudimentary AAR, even if it is only with a few units. Specific attention given to the way things are happening due to the players intervention would be a big plus for me. I really dislike AAR's that are written like WW2 pulp fiction-"The Panther gleamed in the sun as it cut through the waving grain like a shark on the prowl" stuff. I want to know how the game actually operates.

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24 MAR 2004 at 4:42pm

TheHornyHobbit

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I'm wondering how unit control is going to work, will we control tanks on an individual scale? What about infantry?Air support? Artillery strikes? Reinforcements? Hero Units?
Lead me, follow me, or get out of my way. - General George Patton Jr [link=http://prochelo.com/stl-web/bulletin/bb/index.php] Mad Cow's Steakhouse, where all the cool kids go. [/link]

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25 MAR 2004 at 4:19am

miker_CLO

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Each individual unit has it's own AI and personality which will be crafted throughout the game, and a learning curve is implemented so that individuals can learn more skills the more they persist, so for example, a grunt can slowly learn how to drive a tank should the need arise, but will be pretty poor to begin with. These guys will work together in a tank for instance, each having its owb role, but if for example you are short one man, one of the others will take over that role. Air support will be in the game, and commanding a bombing run is down to you as is an arty stike. Accuracy not guaranteed tho

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25 MAR 2004 at 4:28pm

benpark

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Hi, Mike-nice looking game. OFP is one of the top 10 games ever in my book (maybe top 5 with all the mods available). I was talking more about a typical action in the game. For example-clear a village at the center of the map. Your forces available. Are there reinforcements? For the sake of the AAR, I would like some info on the enemy forces. How does the player have to go about taking this town using the GUI and forces available? I am really hoping for something open ended, and not a typical "capture the enemy general hiding in the forest" type game. Those get very old very fast, for me at least. I prefer objectives that a real WW2 platoon would face on a combat basis. Is this game for me? Hoping... Ben

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25 MAR 2004 at 6:58pm

TheHornyHobbit

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Dynamic Campaigns? Will I be able to play as the Belgians? Will there be a pause feature so I can issue orders? What size units are we talking (platoon,company, battalion, etc)? What size maps? How does unit requisition work? Will I be assigned units or will I be able to choose like CC? From what I saw in the screenshots it looks to be a very promising game, kudos for the large scope! Do you guys need beta testers(working on JO right now)? [
]
Lead me, follow me, or get out of my way. - General George Patton Jr [link=http://prochelo.com/stl-web/bulletin/bb/index.php] Mad Cow's Steakhouse, where all the cool kids go. [/link]

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26 MAR 2004 at 4:41am

miker_CLO

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OK lets answer these one at a time. Ben: Using the example of clearing a village. Before you start you will be brought to a mission screen detailing the next mission, it's objectives, and some intel about what to expect. Using this info you will then be taken to a load-out screen, in which you have a pool of resources at your disposal. These will be carried forward mission to mission as will your men that will progressively learn. You choose the right men, equipment, vehicles you thing are necessary....trust me this takes a while, even equiping your tank drivers, commanders sidearms and water canteens if need be. (if you want to auto equip this option is also here) You will then enter the mission area. There will be action on some maps occuring around you which won't directly affect you as these wont be in your playable area. You can choose any tactic you want from the gung ho storm the village with all your troops, but will probably end in bloodshed. You can use a recon patrol to scout the target area, but remember that you can only see and hear what they can see and hear. Men will have the option to change formation, stances, alertness, etc and also be able to use experience as an aide. Attacks have to be planned well. Objectives will get updated depending on situation. The AI is also very adaptive so expect randomness each time. To Horny hobbit: Yep you will be taking on different roles throughout the games campaigns and play as different countries. Pausing is a feature to allow you to issue orders to different units. Size of units varies from mission to mission, but you wont be controlling a battallion size number of men in the hundreds. Map sizes are big, but the playable area in which you have control will be 1kmx1km. Beyond this area there will still be fighting.
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26 MAR 2004 at 4:58am

TheHornyHobbit

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sweeet! thanks man! I've always wanted to play as Belgium! Can't wait to have my Minervas and Renaults face off against zee Germans. [
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Lead me, follow me, or get out of my way. - General George Patton Jr [link=http://prochelo.com/stl-web/bulletin/bb/index.php] Mad Cow's Steakhouse, where all the cool kids go. [/link]

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26 MAR 2004 at 8:30am

mick

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[b]"Map sizes are big, but the playable area in which you have control will be 1kmx1km. Beyond this area there will still be fighting."[/b] Nice bit of design chrome that the "action" as well as the WC world extends beyond the game perimeter. Previously the 'hell's half acre' effect has only mitigated by the inclusion of a lifeless border and ambient battlefield sfx to represent the environment outside the map. I look forward to the day when map boundaries dont provide the complete assurance of flank protection they do now. Love to hear more about the AI's randomness.
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26 MAR 2004 at 8:44am

miker_CLO

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Each soldier has it's on unique personality which is grown from his own experiences, skills and training. Say you have a tank driver. His sttributes determine that he will be great at driving a tank, and will get better with more experience. But if faced with disembarking and taking part in a fire fight, he wont be as effective. Plus morale will also effect the soldier. Things like weather conditions can also be a factor in morale, as well as leadership decisions. This is all calculated via the game engine...which is probably one reason why it's taking quite a bit to program
What we are bringing is somethingto get you closer with your men, and to encourage preservation of resources, not cannon fodder. Playing with green recruits wont be as fun later on in the campaigns

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26 MAR 2004 at 9:30am

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I'm putting these here first so I can upload them - then I'll post them at the official forum too... I love this truck. [image]upfiles/34/By765968305.jpg[/image]
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26 MAR 2004 at 9:31am

brent

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picture #2 [image]upfiles/34/Yw684065229.jpg[/image]
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