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Sortie prochaine de Combat Mission Battle for Normandy

Hors ligne timuppet

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Cela sortira d'ici une dizaine de jours...

Desormais en temps reel ou t/t l'interface se base sur Shock forces, pour ma part je trouve le truc plutôt reussi avec de grosses evos sur le mode de distribution des ordres et actions

Le bemol... le mode saucissonnage des BO (à la Shock Forces) qui ne permet de jouer pour le moment que la Heer et les Cowboys

vous pourrez voir quelques video ici....

http://www.youtube.com/battlefrontcom

Attention les videos font 1h00 en moyenne
« Modifié: 26 Avril 2011, 13:31 par timuppet »
En cours

RBIII !!!



Hors ligne ptitléo

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  • C'est qui le gars du jus de pomme ?
Je l'attends impatiement !
"la philosophie y'en a qu'une ,défourailler le premier ".
les tontons flingueurs.


Hors ligne Bert

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Pouah !
Le truc tente de simuler un wargame que vous jouez déjà avec des pions et des cartes (qui commence par A et qui finit par L)

Je prèfère VASL . Au moins on contrôle ses troupes.. ;-)

Bert : ancien adorateur de Combat Mission. :-$
8 à Huit = NMC


Hors ligne Robin Reeve

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Bert : ancien adorateur de Combat Mission. :-$
Classique : on brûle les idoles qu'on adorait précédemment.;)
"Votre manière de penser quand vous perdez détermine combien de temps passera avant que vous gagniez."
G.K. Chesterton


Hors ligne Psywarrior

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Et puis on mange le veau gras  :-$
SK2 (GER) vs Eggdrop (RUS)
129 (GER) vs Fanf (RUS)


Hors ligne Bert

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Bert : ancien adorateur de Combat Mission. :-$
Classique : on brûle les idoles qu'on adorait précédemment.;)

Ma bible c'est le Rulebook   :skeub:
8 à Huit = NMC




Hors ligne leader9-1

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Desormais en temps reel ou t/t l'interface se base sur Shock forces, pour ma part je trouve le truc plutôt reussi avec de grosses evos sur le mode de distribution des ordres et actions
Le bemol... le mode saucissonnage des BO (à la Shock Forces) qui ne permet de jouer pour le moment que la Heer et les Cowboys

Pourrais-tu être un peu plus explicite sur le système de jeu pour les non-initiés ?


Hors ligne Robin Reeve

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Fais gaffe, tu va virer Ayatollah du RB  8)

Les ayatollahs ne lisent pas la Bible : ils la brûlent - tout comme les pasteurs fondamentalistes le font avec le Coran.
Tout ça fait des Kindling DR avec hate +10 DRM et un spread de c*nnerie automatique.
"Votre manière de penser quand vous perdez détermine combien de temps passera avant que vous gagniez."
G.K. Chesterton


barns

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je me souviens d'en avoir parler à X avant que je ne sois atteint d'aslite aiguë, il avait l'air dubitatif, maintenant je comprends pourquoi.
Ce genre de jeu sur ordinateur ne m'apporte plus rien (sauf plantvs zombie), je préfére de loin râler lorsque Hill me fais 6 ROF HMG sur mon kill stack, ou voir la tête de Bert lorsque mon 60mm fait un critique sur sa pile 548-548-447-9-1

http://www.youtube.com/watch?v=0N1_0SUGlDQ

j'ai pourri le post là non ?


Hors ligne timuppet

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Desormais en temps reel ou t/t l'interface se base sur Shock forces, pour ma part je trouve le truc plutôt reussi avec de grosses evos sur le mode de distribution des ordres et actions
Le bemol... le mode saucissonnage des BO (à la Shock Forces) qui ne permet de jouer pour le moment que la Heer et les Cowboys

Pourrais-tu être un peu plus explicite sur le système de jeu pour les non-initiés ?

Pas mal de nouvelles fonctions plutôt sympa... le partage des munitions (t'aurais pas un panzerfaust ?), le Scrounging desormais possiblee, split des squads, plus de choix de missions pour l'OBA, le breach d'obstacles comme les murs ou le bocages (au rhino ou à la charge de demo), améloiration des calculs pour le hit (un sturmgeschutz hulldown, voir en defilement c'est pas facile à toucher), aucune praline ne se perd (vive les balles perdues) etc.... et surtout un brouillard de guerre qui change la donne (en position max, il est possible de perdre le contact avec ses propres unités)

C'est une autre facon de jouer qui demande du temps pour maitriser le systeme (pas un prob pour des joueurs ASL).... par exemple les effets d'un tir croisé de deux MG42 peuvent être devastateur, clouage et machouillage d'une compagnie en deux minutes (j'ai déjà experimenté sur les versions precedentes), la modeliation de la balistique et egalement beaucoup plus complexe

J'ajoute le blabla choppé sur le site de l'éditeur

Combat Mission Battle for Normandy - Feature List

Tuesday, 21 December 2010


Combat Mission Battle for Normandy uses our extremely powerful proprietary CMx2 game engine, the much improved and expanded second generation of Combat Mission products. This next generation engine is revolutionary as well as evolutionary, combining the best features of the previous CMx1 system with more detailed simulation elements, graphical depiction, user interface, and core game features. First used in the Combat Mission: Shock Force games, the game engine has been refined and evolved even further with 4 years of additional development, tweaking and improvements based on customer feedback.

Below is a short sampling of the vast number of features that await you in Combat Mission Battle for Normandy!

[GAMEPLAY]
•Both RealTime (pausable) or WeGo (turn based, simultaneous turn execution) game modes

•2-player Game Modes with Realtime over TCP/IP (LAN, Internet), WeGo with PBEM (Play by Email) or Hotseat

•Story driven semi-dynamic campaigns, stand alone (non-campaign) battles, QuickBattle generator, and full featured Editor guarantee endless replayability

•Allied vs. Axis, Allied vs. Allied and Axis vs. Axis play options


[EDITOR]
•Full featured Game and Map Editor to create your own battles and maps - even campaigns - or edit existing battles and maps
•New hierarchical interface to visually select specific vehicles, equipment, and other options for your scenarios
•Unique and diverse mission objectives for each side, including several objective types (e.g. exit zones, unit and terrain based objectives) that can be hidden or known
•Improved Scenario briefing format, including a new Designer Notes subsection
•"Reduced headcount" option to simulate previously depleted formations


[QUICK BATTLES]
•Redesigned Quick Battle Generator that includes the ability to "purchase" and "cherry pick" individual units (similar interface as in Editor)
•Unique new optional Rarity system which allows players to include rare units without degrading their ability to have a viable combat force
•Players can now preview maps before playing
•The map can either be manually or randomly selected


[UNITS]
•Meticulously researched TO&E which can be customized by the player
•Comprehensive depiction and modeling of US Army forces, including Infantry, Armored Infantry, Airborne, Armored, and more
•Wide range of German Army (Heer) forces, including Panzergrenadiers, Pioniers, Füsiliers, Sturmgeschütz, Panzer formations, and more
•Dozens of detailed US and German vehicles including tanks, halftracks, self propelled artillery, trucks, and more
•Dozens of detailed US and German weapons, from small arms like the M1 Garand rifle or MP40 machinepistol, to large crew-served weapons such as mortars and AT Guns. Even both variants of the monster German Pak43 are included


[MAPS]
•Map sizes as tiny as 224 meters by 224 meters up to a massive 16 square kilometers
•Play large scale battles or small platoon sized firefights
•Conduct combat operations in lush rural landscapes, dense urban settings, or anything in between
•Many new terrain types including heavy forest ground, crops, railroads, water, and fords
•A wide range of bridge types classified to include/exclude certain types of units by weight
•Detailed simulation of Normandy's infamous hedgerows ("bocage"), including the explicit simulation of breaching with Rhino tank attachments and engineers
•Normandy specific Flavor Objects such as gravestones, haystacks, sheds, wood piles, milestones, propaganda posters and (much) more...


[BUILDINGS]
•Generic building blocks up to 8 stories high including dozens of different building styles for dense urban terrains
•Individualized "special" buildings including storefronts, shacks, garages, barns and more for ultimate flair and atmosphere of 1944 Normandy
•Windows and doors of buildings explicitly simulated, and their placement and appearance editable with most building styles


[SOLDIERS]
•Individually tracked and modeled soldiers, including their equipment, ammo and weapons
•Dynamic, context sensitive equipment loadouts for individual soldiers depending on what weapon is carried
•Graphical display of secondary weapons, such as a shouldered rifle or Panzerfaust
•Many new soldier animations, stances and positions, including kneeling and sitting positions for crew served weapons, pistol firing animations, hand grenades throwing, crew functions, first aid, and more...
•Soldiers can surrender and possibly "rescued" by friendly units
•Automatic and manual ammo sharing between nearby soldiers as well as vehicles
•First aid between soldiers ("Buddy aid") helps with the recovery of important weapons and ammo, as well as improving end of battle results


[VEHICLES]
•Extremely detailed hi-polygon vehicle 3D models with fully articulated suspensions, animated hatches, MG mounts, smoke launchers, and more
•Extensive vehicle damage modeling individually for each sub-system including the most realistic ballistics, armor, and post-armor effects available to date
•Ability of passengers to fire out of open topped vehicles (including but not limited to hatches)
•Rhino attachments fully simulated and visually depicted for Bocage breaching
•Randomly individualized vehicle models including external equipment like sandbags or ammo boxes, damaged fenders, missing or bent armor skirts and more


[WEAPONS]
•On-map mortars (hooked up realistically within the command structure)
•On-map assets such as mortars and Infantry Guns are able to fire in both direct and indirect modes, using their own spotters or separate forward observers
•Weapon crews have specific functions which affect weapon performance
•Player-placeable static defenses and fortifications such as bunkers, trenches, barbed wire, "hedgehogs", mines, and more
•Highly realistic and easy to use off-map artillery as well as air support, simulating heavy artillery (including naval artillery) as well as strafing and bombing runs by aircraft such as the P51 or FW190
•Player-placeable Target Reference Points (TRPs) allow simulating prepared support strikes and ambushes


[COMMANDS]
•New Scout Team Command sections off 2 men, favoring automatic weapons, to act as scouts
•New Driver Team Command allows large passenger units to leave behind one or two Soldiers to drive and/or man the weapon of a transport vehicle (such as a halftrack)


[SIMULATION]
•Terrain mesh detailed down to 1 x 1 Meter (horizontal) by 1 Meter (vertical). Combat and movement resolved to partial meters
•Deformable terrain, including partial and complete destruction of buildings
•Powerful C2 (Command & Control) features controlling flow of battlefield recon information, visibility of units (friendly and enemy), unit cohesion and more
•Relative Spotting restricts a unit's battlefield awareness to what it has experienced directly or information passed on through the C2 chain
•Stunning high resolution graphics featuring dynamic lighting and object self shadowing, including an entirely new way to display dense foliage
•Wide range of weather types and environmental effects, including rain, fog, heavy winds (with ballistic effects), different types of ground conditions, animated water effects, and more...


[BONUS]
•Combat Victories for individual units showing how many and what types of units the soldier or vehicle has eliminated in the mission (totals tracked for campaigns)
•Multi-language support (all in-game strings can be edited)
•Textures, sounds, and user interface graphics can be modified (modded) by players
•Customizable hotkeys

[ TECHNICAL REQUIREMENTS - PC ]

System Requirements MINIMUM:
•Operating System: Windows XP/Vista/Win7
•Processor: Pentium IV 1.8 GHz or equivalent speed AMD processor
•Video Card: GeForce 5200 or Radeon 9200 (32 Megabyte VRAM or better and must support 1024x768 or higher resolution) in OpenGL
•Sound Card: DirectX 9 compatible Sound Card
•System Memory: 256 Megabytes RAM
•Hard Drive Space: 3.5 Gigabyte
•Other Requirements: CD Drive (not needed for download version)
•The game does not work in a virtualized environment (virtual machine)
System Requirements SUGGESTED:•Operating System: Windows XP/Vista/Win7
•Processor: Pentium IV 2.8 GHz or equivalent speed AMD processor or better
•Video Card: GeForce 6800 or Radeon x850 (256 Megabyte VRAM or better and must support 1024x768 or higher resolution) in OpenGL
•Sound Card: DirectX 9 compatible Sound Card
•System Memory: 1 Gigabyte or more RAM
•Hard Drive Space: 4 Gigabyte
•Other Requirements: CD Drive (not needed for download version, but recommended for backup)
•The game does not work in a virtualized environment (virtual machine)


[ TECHNICAL REQUIREMENTS - MAC ]

System Requirements MINIMUM:
•Operating System: Mac OS X 10.6
•Processor: Intel Core Due (2.2 MHz)
•Video Card: 256 MB RAM
•System Memory 2 GB RAM
•Hard Drive Space: 3.5 GB
•Other requirements: DVD drive (for hardcopy version only)

System Requirements SUGGESTED:•Operating System: Mac OS X 10.6
•Processor: Intel Core Due (2.66 MHz) or better

•Video Card: 512 MB RAM
•System Memory 4 GB RAM
•Hard Drive Space: 3.5 GB
•Other requirements: DVD drive (for hardcopy version only)
 
En cours

RBIII !!!


Hors ligne leader9-1

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Merci.
Ce jeu sera-t-il disponible dans les grandes enseignes ou faudra-t-il le commander ?


Hors ligne timuppet

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Dans un premier temps il risque de n'être disponible qu'en commande directe chez l'éditeur. A vrai dire cela n'est pas plus mal car cela assure une meilleure compatibilité des patchs (mineurs sur les versions precedentes) et addons à venir
En cours

RBIII !!!