Earl Grey
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« Reply #3 on: 30 March 2011, 21:41:37 » |
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"WSAD" refers to the keys on your keyboard - the CMx1 camera could only be controlled with the arrow keys.
Following is the official feature list from the website (a number of features probably missing):
[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
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