The latest version is 3.0

Real time World War II combat simulation
User avatar
Sean OConnor
Posts: 1299
Joined: Fri Sep 03, 2004 7:47 am
Location: Cambridge, UK
Contact:

The latest version is 3.0

Post by Sean OConnor » Tue Jun 14, 2005 9:47 am

See http://www.windowsgames.co.uk/ffHistory.html for a full version history. Recent improvements are:

Version 3.0, October 2004
- Better map creation routines
- Improved graphics
- More realistic morale for infantry gives fewer casualties and better gameplay

Version 2.0, July 2000
- Historically accurate infantry units
- 35% larger map size
- Up to 16 units per side, with up to 12 men per unit (maximum of 192 men per side instead of 80)
- Artillery fire has to adjust before firing a full salvo
- Right click on a unit to view its status
- New infantry weapons include pistols, carbines, shotguns, and light, medium or heavy mortars
- Saved games are compressed to take up less hard disk space

Version 1.1, October 1998
- Campaigns
- High score table
- Newspaper headlines when world events occur
- Low land terrain for Belgium/Holland
- Troops can surrender

Version 1.0, September 1998
- Scenarios from 1939-45 in villages, forests, desert or hilly terrain
- Play as a British, Canadian, American, German, Italian or Russian commander
- 10,000,000 different randomly generated landscapes
- Real time line of sight so hidden enemy troops cannot be seen
- Fields of grass, wheat or ploughed earth surrounded by hedges or stone walls
- Smooth hills, using gaussian shading
- Roads and rivers made from bezier curves
- Villages, farms, woods and orchards
- 55 different tank types
- Up to 10 units per side, with up to 8 men per unit
- Infantry weapons include rifles, grenades, sub machine guns, light machine guns, heavy machine guns, bazookas, mortars and flamethrowers
- All shots travel in realistic parabolic trajectories
- Large amounts of AI so troops will behave intelligently without user intervention, including support fire, taking cover, tactically sneaking up on enemy positions, ambushing, retreating and routing
Last edited by Sean OConnor on Tue Jun 20, 2006 9:56 am, edited 1 time in total.

User avatar
qwas
Posts: 350
Joined: Thu Apr 14, 2005 6:00 pm
Location: London, UK
Contact:

Post by qwas » Sun Jun 19, 2005 6:16 am

It keeps saying youre changing something here
Proud member of Seans forum since 14th April 2005. 1 year and still counting.
Now to spam those 30 messages to get into 3rd place in post count. :D

I'd like to buy your soul please.
http://www.mindistortion.net/iwantyours ... lex_Rider2

Quitch
Posts: 297
Joined: Thu Dec 16, 2004 8:56 am

Post by Quitch » Thu Jul 07, 2005 9:25 pm

Why did the flags marking "last seen position" disappear between 2 and 3?

User avatar
Sean OConnor
Posts: 1299
Joined: Fri Sep 03, 2004 7:47 am
Location: Cambridge, UK
Contact:

Post by Sean OConnor » Fri Jul 08, 2005 7:38 am

Originally they were just a way for me to debug the AI for where an enemy was last seen but I thought they might be handy for players to see too. But, it just seemed to confuse too many people as to why a flag would appear and then there would be no enemy there when your troops reached the flag. If it's something that people really miss I could add it back as an option but I think it takes away a bit of the realism of the game.

Guest

Post by Guest » Mon Jul 11, 2005 9:30 pm

Add them back, but fade them out over time. If they only last for five or ten minutes, it should be apparent that this "last known position" is based on old intelligence. It could also represent soldiers' short term memory lapses: not being able to exactly identify where they saw the enemy.

Quitch
Posts: 297
Joined: Thu Dec 16, 2004 8:56 am

Post by Quitch » Wed Jul 13, 2005 9:42 pm

We're up to 3.0d now, this history is a little out of date.

User avatar
Garnier
Posts: 177
Joined: Mon Jul 25, 2005 4:11 pm
Location: America
Contact:

Post by Garnier » Mon Jul 25, 2005 10:17 pm

If I just bought Firefight today, then all the current updates are on my game right?
Just wondering so I know when to download things.

User avatar
Sean OConnor
Posts: 1299
Joined: Fri Sep 03, 2004 7:47 am
Location: Cambridge, UK
Contact:

Post by Sean OConnor » Tue Jul 26, 2005 5:24 am

Yes, you just send me an email when you want to get an upgrade. It's best to copy in the email receipt you get sent when you buy the game as proof of purchase.

User avatar
Garnier
Posts: 177
Joined: Mon Jul 25, 2005 4:11 pm
Location: America
Contact:

Post by Garnier » Tue Jul 26, 2005 8:22 pm

I really think that for the next upgrade you should decrease the FOW. I hate driving a tank over a hill and then getting hit from behind by a 17 pounder that they "didnt notice". also guys in the open or right next to your infantry should almost always be noticed, unless they havent shot and are prone.

User avatar
Andy
Posts: 209
Joined: Sun Jul 10, 2005 8:42 pm
Location: Edinburgh! (its le balls)

Post by Andy » Wed Jul 27, 2005 8:24 am

youd love that in defence - your bazooka guy dies or gets confused, arty dont do too much and theyve got one tank left, it rolls along your line running over, shooting of exploding each guy in turn, it charges to your objective, you flame it, and then youve got two guys, 200 bits of flame, and 40 guys rushing you.......
________
Legend
Last edited by Andy on Sat Feb 05, 2011 1:34 am, edited 1 time in total.

Quitch
Posts: 297
Joined: Thu Dec 16, 2004 8:56 am

Post by Quitch » Wed Jul 27, 2005 1:40 pm

Sometimes it does seem a tad silly, but LOS is a big part of Firefight and considering how invisible dug in troops or guns could make themselves, not that unrealistic.

User avatar
Sean OConnor
Posts: 1299
Joined: Fri Sep 03, 2004 7:47 am
Location: Cambridge, UK
Contact:

Post by Sean OConnor » Wed Jul 27, 2005 2:56 pm

Garnier wrote:I really think that for the next upgrade you should decrease the FOW. I hate driving a tank over a hill and then getting hit from behind by a 17 pounder that they "didnt notice". also guys in the open or right next to your infantry should almost always be noticed, unless they havent shot and are prone.


If anything I'd like to increase the fog of war! What I don't like at the moment is that if any one of your troops can see an enemy then all of them spot him straight away which isn't very realistic but I'd be deluged with complaints from people saying "but I can see the enemy on the screen so why aren't all my men shooting at him?"

I'd also like to add a lot more obstacles and folds in the ground so infantry can hide better.

User avatar
Garnier
Posts: 177
Joined: Mon Jul 25, 2005 4:11 pm
Location: America
Contact:

Post by Garnier » Wed Jul 27, 2005 7:50 pm

You could at least do what they did in close combat two where if someone shoots at you, a red dot appears on the jump map indicating "something" is there. That way I can tell where the shots are coming from, just like they could in real life.

Quitch
Posts: 297
Joined: Thu Dec 16, 2004 8:56 am

Post by Quitch » Wed Jul 27, 2005 9:12 pm

But in real life they couldn't always tell where the shots were coming from... and just like in real life the more shots there are the easier it is for you to tell, just use your eyes (like in real life :))

User avatar
qwas
Posts: 350
Joined: Thu Apr 14, 2005 6:00 pm
Location: London, UK
Contact:

Post by qwas » Fri Aug 19, 2005 7:10 am

Im down, YYou beat me, I cant geddit, what are the latest versions?
Proud member of Seans forum since 14th April 2005. 1 year and still counting.
Now to spam those 30 messages to get into 3rd place in post count. :D

I'd like to buy your soul please.
http://www.mindistortion.net/iwantyours ... lex_Rider2

Post Reply