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Apocalypse 31

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Apocalypse 31 last won the day on January 17

Apocalypse 31 had the most liked content!

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    Commanders Hatch of an M1130

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  1. I'm one of those people - but ironically, I find the SF mechanics to just be too simple.
  2. Sure. But it doesn't play well or make sense to many people. People are starting to speak up about it. The developer is banning them.
  3. If ONLY other game developers figured this out at some point? Close Combat 1 figured this out in 1996 Battle Academy 2 figured it out Even Combat Mission continues to figure this out. Second Front developers couldn't figure it out and it feels like a children's game. Real combat is NOT linear and isolated events but rather effects compounded over time and applied to psychological effects of a human. Battle Academy and Close Combat do this VERY well and allow players to apply the basics of fire and maneuver by applying MASS against the enemy - consistent psychological effects after each engagement This doesn't exist in Second Front. 3 friendly squads firing on an enemy is just 3 isolated dice rolls, whereas Battle Academy treats that same engagement like 3 compounded engagements.
  4. Second Front. It just didn't feel right. Come to find out that it uses Random Number Generation with combat engagements and no tertiary effects. You can literally fire at an enemy 20 times or 100 times but won't see any effects until you roll the right number. I don't want to refund it, but it also feels like the definition of insanity - doing the same repeatedly and expecting different results. The fact that they're using RNG as the basis for combat mechanics is really really sad and unfortunate. Other games like Close Combat and Battle Academy have figured out how to model effects of morale and combat effectiveness over time, instead of relying on a static number.
  5. Short answer: Yes. Am I going to make a video. Nope. But.....here are my lessons learned after making an in-game operation (using the actual operation system) And this is the checklist that I'd recommend...
  6. No news since 6 December. Hope his exams were ok
  7. You can set scripted indirect fire to not cause any damage
  8. I'm publishing this thing. It's not done yet, but it's coming along.
  9. Version 1.0.0


    Limnos Island Map Commonly known as ALTIS in the game ARMA III. This project is maybe 50% complete, but I've been working on it since 2018 and I wanted to finally just get it published. This is with great help from @MatsW, who kindly provided me the height map of the blank island of Limnos many years ago. 1. Every object you see in game is hand placed with the exception of the road network, which I also had to replace. Every bush, tree, house, and stream has been hand placed with consideration for the scale and terrain of the real life island but also adapted to the fictional island of Altis, which is just under 1/2 scale of the real island. This map has taken so long that I've actually had to revert back much work to update certain areas to Steel Beasts standards - for example - in 4.1 we were given terrain alteration tools which helped drastically, but that also meant going back and re-do much of the work that was already done. Recently, Custom Line objects were also added - this caused me to go back and deleted hundreds, maybe thousands, of standard Line Objects that I used across the map. This has taken a lot of effort. 2. Some of the villages are modelled accurately to ARMA III, but in many cases it wasn't possible due to many factors. The terrain in ARMA is smaller than 1/2 scale, so there was much more room in the 1:1 Steel Beasts version that I've made. The designers of the Altis island also made some drastic adjustments to the real life terrain, flattening many areas that aren't flat on the real life island of Limnos. 3. This map is an ongoing project and I assess it to be about 50% complete. The main area where the ARMA III campaign takes place is 'good enough' at this point, but everything on the west and northwest side of the island has been untouched. Areas that are incomplete show small streams as house outlines. To Install: Download the zip file and drop the contents in your Map Packages directory C:\ProgramData\eSim Games\Steel Beasts\maps
    Wonderful map with lots of small details that captures the African desert very well. This may not be the largest map you ever play on but it will be one of the most detailed.
  10. I saw this one on Steam last week. Its not typically a period that I favor but damn....that's a really clean UI and I'm really digging what they're doing with the combat mechanics. Wishlisted and will probably pick it up on release
  11. Dreams and Wishes RTS style controls for more efficient command & fewer mouse clicks to move units (I know, I know, some old grognard is having heart palpitations after reading this) 1. Assigning hotkeys to the movement types and allowing players to use them in the 3d view and on the map. You guys made that sweet UI for the UAVs. I feel like there is a lot of potential in it. The keys assigned are just an example. Obviously people use the WASD key for movement. 2. Let me play from F5 more efficiently: a. Let me highlight the units and issue waypoint using a keystroke. In this example I highlight 4 vehicles and press the A button to give them an 'Engage' waypoint (which is also called ADVANCE in the 3d world. b. Each unit is given its own order vice the task force system we have no where all units get a weird offset waypoint.
  12. I'm sorry, are you the developer of DEX? I didn't know my negative feedback would be taken so personally. No one ever said that your efforts aren't appreciated to contribute towards gaming conversation. I follow your posts closely because I think its valuable news and good conversation. I'd ask you to please not confuse my harsh criticism of games with your own actions. No one has attacked you so I'm not sure why you feel the need to make personal attacks on others for stating their own opinion of games.
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