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#4503699 - 01/14/20 12:41 AM WW2 Combat Mission  
Joined: May 2010
Posts: 246
flightsimer90s Offline
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flightsimer90s  Offline
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Joined: May 2010
Posts: 246
they have a bunch of ww2 theaters out, anyone play?
historically accurate weapons and vehicles etc...



Last edited by flightsimer90s; 01/14/20 12:47 AM.
Inline advert (2nd and 3rd post)

#4503725 - 01/14/20 11:04 AM Re: WW2 Combat Mission [Re: flightsimer90s]  
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Trooper117 Offline
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Posts: 7,132
UK
Got all their WWII stuff, been playing those games for years, love em!

#4503836 - 01/15/20 05:08 AM Re: WW2 Combat Mission [Re: flightsimer90s]  
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Nimits Offline
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Nimits  Offline
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Texas, United States of Americ...
Played them off and on. The are not perfect, but are decent games.

#4503897 - 01/15/20 08:28 PM Re: WW2 Combat Mission [Re: flightsimer90s]  
Joined: May 2010
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flightsimer90s Offline
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flightsimer90s  Offline
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Joined: May 2010
Posts: 246
I have al the ww2 ones except the eastern front

they were mediocre but released a big AI upgrade last year that made them great. The detail and accuracy on the tanks weapons and uniforms all historically accurate amazes me

Last edited by flightsimer90s; 01/15/20 08:31 PM.
#4508115 - 02/22/20 02:37 PM Re: WW2 Combat Mission [Re: flightsimer90s]  
Joined: Oct 2000
Posts: 7,179
DBond Online content
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NooJoyzee
I've been playing for many years and have most of the titles, though not all. I missed this thread a month ago and just saw it now. I agree the games are good, though with issues that don't need to be rehashed here.

Quote
they were mediocre but released a big AI upgrade last year that made them great.


Are you talking about the engine 4 upgrade? If so I think calling it a big AI upgrade is a bit much, and in my opinion it barely moved the needle, let alone made a mediocre game in to a great one. AI is one of Combat Mission's biggest weaknesses in my view. The TacAI works OK, but things are mostly handled through scripting.

The main points of the engine 4 upgrade are:

-- Added hulldown command
-- Improved infantry spacing
-- Added ability to peek around corners (which really wasn't needed and introduced other problems, particularly with pathing)
-- F/O kill stats now displayed
-- Added screen edge pan toggle
-- AI Area Fire Orders (The AI can now be scripted to use area fire)
-- Added AI facing order
-- Added AI withdrawal order.

So really, the extent of the 'big AI upgrade' was making troops spread out more and adding a couple of new orders in the UI






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