Quote Originally Posted by Red Harvest
I am not at all convinced the entire game was made from scratch. I've heard comments from CA and others in that regard, but I interpret that to mean that major elements were completely new such as the graphics battle engine and strategic map (think of this as modules.) However I doubt the AI behind it is completely new, primarily because I see recurring themes. One way or another elements of the old AI would be ported into the new. Certainly the basic game framework is that way. If you want to see clearly recycled code look at battlefield weather: it changes "randomly" but predictably (LOL) every few minutes throughout the battle just as in MTW. That is what I classify as a bug that got ported. However, it would make no sense to reject elements that already worked in favor of starting from scratch. You are taking the "from scratch" comments too literally I suspect.

The elements that should be controlling the friendly fire aspect should be rather short in the code. MTW appears as if it did some sort of "will I hit friendlies" check for its "fire at will." RTW does not. MTW did not have a noticeable command delay for missile units, RTW does.
*climbs onto soap box*

RH, with all due respect, I don't think you and I can tell how many lines of code anything in the RTW engine takes. I'm a very senior software developer who works a lot with Product Managers helping define functionality and products. It can be surprising how simple things can be complex when the entire design is taken into consideration. I can, from a casual perspective, imagine a design for a game.. but because I've never actually done one soup to nuts, I could be way off regarding the hidden complexities and how something which might look very simple is actually not so simple at all.

*steps down off soap box*