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Showing content with the highest reputation on 02/17/2018 in all areas

  1. 5 points
    Aragorn2002

    The patch?

    The whole communiction from the side of BF is a joke. People can defend it as much as they like, but their PR is not only very bad, it is almost non-existent. I don't buy nonsense like 'they must concentrate on their work', 'new information will only bring discussion and questions' and 'you can tell them how to do things once you have your own company'. Reading this forum IS like being stuck in a time-loop and the lack of information IS causing speculation. Utter arrogance. Technically not allowed to say that....
  2. 4 points
    c3k

    The patch?

    Thanks for stating it that way. I will say, as a beta-tester, coming to grips with this behavior has been difficult. The NDA prevents a lot of what I'd like say (and is a nice way to dodge ) but realize that the HE fleeing behavior was not seen as a deal-breaker before v4.0 was released...or it would not have been released. Think about the myriad of situations your pixeltroops have been in. Think about how often they do the right thing...and you don't even notice it. Think about when they do something wrong...and the situation which it took to get that behavior. Without giving too much (anything?) away, I follow two basic courses of investigation: there are areas I dig into to find stuff; and there are times when I get a whiff of something not quite right. In the first case, I start with a set of presumed behaviors and try to stress them to their outlying limits. In the other case, I happen to notice something in passing...and then the Eye of Sauron focuses upon it. There are fewer and fewer of each. And the gameplay effect of most are very minor. I can field multiple battalions and have total mayhem reign for four hours...and notice only a few odd cases of behavior. Most (all?) can be explained by men panicking under fire or other reasonable explanations. Think about the magnitude of that achievement: several hundreds of "men" acting realistically over multiple square kilometers whilst killing and being killed and trying to achieve a terrain objective. The HE behavior slipped through. Now, what if the fix is worse? Maybe men will stick in their locations, but then tanks reverse towards threats. But only if unbuttoned and the threat is known but out of LOS. And only on odd numbered turns. Occam's Razor: if the fix were simple, wouldn't you have it already?
  3. 4 points
    Txema

    The patch?

    Well, a long discussion about those problems in engine 4.0 started in April: (10 months ago!). And a lot of people were agreeing there was an important problem. And Battlefront acknowledged the problem, after a lot of requests from his customers, at least in August (6 months ago): In my opinion a patch to fix the main problem with engine 4.0 should have been already released. I can not understand the policy that Battlefront is following with engine 4.0. It was released 14 months ago and at least 10 months ago a long discussion was started pointing out an important problem with that engine and stock campaigns. But that is only my opinion, of course. Txema
  4. 3 points
    Hilts

    The patch?

    Finally, somebody has come up with some sort of reasonable answer instead of just ranting off..... Thank you.
  5. 3 points
    SgtHatred

    The patch?

    No one said they haven't done anything in 14 months. The issue at hand is that the patch has not yet been completed. If you find people asking about a fix for a product sad or pathetic after 14 months I really don't know what to say. You are the only one in this thread throwing around insults.
  6. 3 points
    Aragorn2002

    The patch?

    Taking what bait? This is not about you. Why should it be about you? And why is 'seeing' you of any importance? Unlike Steve and you are the same person. You are just picturing yourself as the voice of reason. Which you are not. People are asking justified questions and in return calling them sad or pathetic IS arrogant. If screenshots are announced and promised, but nothing happens for more than a month, than there is something wrong with communicating from the side of BF. Time and time again reading the same old 'information' is getting on people's nerves. That's quite normal. And another thing. This forum needs a Young Guard, since the Old Guard is pretty decimated. So let's welcome their comments and questions and make them feel at home, so they will stay with us.
  7. 2 points
    Hilts

    The patch?

    What's the latest on the forthcoming patch? It seems a bit strange that we are halfway through the fourteenth month since 4.0 was released and we have still had absolutely nothing....
  8. 2 points
    @MOS:96B2P Holy crap. That's a lot of effort you put in to put that list together. As an owner of both SF(full bundle) and BS even I learned a lot from it. Give this man a medal!... or at the least a cold beer
  9. 2 points
    SgtHatred

    The patch?

    So why are people complaining about it? Why?
  10. 2 points
    SgtHatred

    The patch?

    If more people had a sense of entitlement towards getting what they paid for without defects the world would be a better place. I paid for the 4.0 upgrade and the software it was made for, so yeah I feel entitled to a corrected version. We aren't talking about new content here, we are talking about a defect in something that has already been sold. Ha. If that's the way you want to interpret it. I think your argument would have a little more validity if I had spiced it up a bit, maybe thrown in a "sad and pathetic" in there. Is that really insulting. I guess - maybe? I would say no, or at least I didn't feel insulted. It was pretty clear that you didn't understand my meaning at the time but that's your problem. If you were working on a project for me and you told me that it would take you a day of research and consideration before giving me a quick update on your progress I would fire you without a moment of hesitation. I've removed people from one of my teams for less.
  11. 2 points
    Miller786

    The patch?

    I really dont get what you're saying, it took the devs 2 days to write that the work is going well for the patch and we should expect it shortly?
  12. 1 point
    Macisle

    Kharkov Map Sneak Peak

    Lots more work to do on this, but... Sneak Peek:
  13. 1 point
    Sounds like you may need to install/reinstall your video drivers. OpenGL drivers typically come with your video drivers. On occasion (and somewhat rarely) I've seen a Windows Update version of some video drivers possibly not have the OpenGL files that may normally be part of the driver installation. However I don't really see that anymore. What Windows version are you running and what video card/chip do you have ?
  14. 1 point
    Dynaman216

    The patch?

    He asked for an update! Burn HIM!
  15. 1 point
    Kuderian

    The patch?

    I think your perception of the 'defect' is different from most of of us players. I have been playing v4.0 since day 1. , every fffing day and my experience is that the AI High Explosive awareness has often saved my troops bacon (despite sometimes my best efforts to thwart them) which more than compensates imho for the odd 'running-away-too-quickly' behaviour. So please tone down the hyperbole( and vitriol) and try and understand that your opinion of 'defect' is by no means a deal breaker for most of us ( and BF are not sitting on their fat asses' smokin' cigars - Read Steve's candid post's on BFC's year of 2017).
  16. 1 point
    Sigh. My contention is this: We throw a wild party for Battlefront, and all of us are in attendance. We all get positively rip-roaring drunk, do stupid things. At the height of the party I'm demonstrating armor maneuver by going full sprint through the office swinging my arm wildly to indicate turret direction while screaming "Death before dismount." I certainly 100% do damage. However it's hard to separate the next morning what specifically was damaged by my "Thunder Run" vs what other parties did too. Sure there's my tanker boot treads all over the shattered remains of someone's desk...but I "ran" it over after someone else already kicked it down screaming "THIS IS SPACE LOBSTER COUNTRY!" I contributed my share to the massive pile of bottles yes....but I wasn't even the one who drank the most. Within the context of both fights, US artillery and aviation certainly did destroy things. This is a known variable. However pointing to the rubble of Mosul and chittering how it was all those damned Americans and their bombs, or Raqqah and placing all the blame on 18 heavily abused 155 MM howitzers is a bit disingenuous. ISIS vigorously practices scorched earth type tactics. Our "Friendly" and friendly forces all practice firepower warfare vs manuever (or they're going to shoot the objective with every weapon they have for an hour, THEN move to a closer firing position to repeat the same tactic, and then maybe five hours later, short on ammo move onto the objective). Both of those cities felt the full weight of a 3rd World conventional military attack, a suicidal bomb happy defender, and then some Western precision fires. Between those three, those fires certainly did their part in damaging those cities. But again the contention that basically, without those fires the attacks would have left either of those cities pretty much intact is very much a falsehood. Aleppo for instance serves as a really good example of what happens without the US precision fires, and with the opposition not being generally ISIS tier individuals. So. Again not denying there's collateral damage, but it's just idiotic to lay the preponderance of the damage at the feet of 18 howitzers while ignoring the effects of thousands of ground combatants, tanks, conventional artillery from both parties, IEDs in all guises all duking it out in close quarters.
  17. 1 point
    Aragorn2002

    The patch?

    You drama queen. There's a huge difference between that and keeping us informed by throwing us some real bones from time to time.
  18. 1 point
    Miller786

    The patch?

    Let's just stop pretending that posting some news is something so time consuming that it will affect development time, i manage a website and write news articles, it takes like 1 hour if you want to write something organised and comprehensive, posting a quick update would take 10 minutes max.
  19. 1 point
    LMFAO. He says, not realizing the irony of the statement, in which he is literally dictating the financial freedoms of BFC. Frankly, if you're too poor to afford a $60 game, then don't buy it. Get Shock Force, which is $15, or is that too expensive for you too? No one cares about your whining, and BFC isn't going to change their prices based on your entitled opinion that you deserve the product of their labor at a price you determine. Someone tag based Steve and burn this thread down. It's only getting worse from here. Honestly, the quality of posts here on the forums has taken a serious nose dive. Good grief...
  20. 1 point
    The below list is some of the things that have been added since the game you are familiar with, CMSF, was released. Also, CMSF2 is being worked on and will have many improvements. So if your not sure about CMBS and the demo didn't help I guess waiting for CMSF2 might be an option. Below are just some of the things CMBS has to offer in addition to what is already offered by CMSF. MULTIPLAYER * WeGo TCP/IP with the ability to save but not the ability to replay combat action. * Pausable RealTime TCP/IP option. A player can request a Pause and, if the other player agrees, the game is Paused until both players are ready to continue play. QUICK BATTLES * Redesigned Quick Battle Generator that includes the ability for players to purchase formations, units and support, for their own force and for the computer AI. By deleting subformations/units, setting experience, motivation, fitness, and leadership levels, and attaching Specialist Teams and individual vehicles, the player can custom-tailor their force for the mission. * Automatically purchased force options are still available for the player and opponent, as well as a "Suggestion" button in the unit purchase screen that will quickly buy a force that the player can then modify. * Players can now choose their own maps, and preview maps before playing. USER INTERFACE * Two new camera control modes have been introduced in addition to the traditional Combat Mission controls: First Person Shooter (FPS), and Real Time Strategy (RTS). These new camera controls allow a player the choice to control the in-game camera in a way that is more familiar to other game genres. * Hotkey Unit Groups. Select units and assign them to number keys for quick navigation during gameplay. * New Load New Game dialog screen. The list of scenarios can now be sorted by size, length, or alphabetically. * Improved Saved Game dialog screen. The list of scenarios can now be sorted by newest file, oldest file, or alphabetically, or filter between single player and PBEM saves. Save games can be deleted in the game. * Visual Hotkey binding. A new dialog in the Options menu allows you to specify and view key assignments. * KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game. * The Ammo Panel has been redesigned: Ammunition is now listed by name and in discrete quantities instead of with icons and depleting bars. * Option to disable music separate from other game sounds. UNITS * FoW floating icons. FoW floating icons. Instead of getting a general area "?" icon and then immediately progressing to an accurate 3D representation, now there is an inbetween stage where you get a icon that represents the general category of enemy unit and no 3D representation. This tells the player "you know roughly what the unit is, but nothing more specific than that." * Command lines are back! Command and Control (C3) links can now be shown on the battlefield, allowing you to quickly determine whether subordinate units are in contact with their headquarters. Use Alt-Z. * Expanded floating icon categories. New unique floating icons have been added for Ammo Bearer, Recon, Engineer, MANPADS, LMG, Light Truck (Antitank), SPAA. * Dismounted vehicles function as Ammo Dumps, allowing formations to have reserve ammo stored separately on map (automatically distributed for certain Skill Levels). * Player-placeable static defenses and fortifications such as trenches, barbed wire, and mines. * Active Protection Systems (APS) are now available for some vehicles. * Some vehicles can salvo fire two ATGMs simultaneously at the same target. * Vehicles with laser warning receivers will display hit text warning the player that they have been lased. The vehicle will then rotate towards the threat, deploy smoke launchers and back up to cover, unless it is immediately preoccupied with another task such as engaging an enemy vehicle or moving. COMBAT AND SIMULATION * Ground units are now able to fire at attacking aircraft using self-propelled anti-aircraft vehicles, emplaced anti-aircraft guns, or shoulder-launched MANPADS units. Aircraft that are fired upon may have their combat effectiveness diminished, be forced to abort the mission, or even be shot down. * Soldiers with assault rifles are more likely to use aimed semi-automatic fire at distant targets instead of burst fire. Soldiers fire weapons faster at short ranges. MGs fire longer, more accurate bursts. More realistic/varied RoF of automatic weapons. Ammo bearers and heavy weapon assistant soldiers generally use their weapons only at shorter ranges. * Soldiers can surrender to nearby enemy units and possibly be "rescued" by nearby friendly units. This replaces the "routing" behavior from CMSF. * 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... * Vehicles and soldiers equipped with night vision and thermal vision have a significantly improved boost to spotting abilities in low visibility conditions such as night. * Buttoned-up armored vehicles spot enemies to their flanks less effectively. * Improved UI display for timing of preplanned artillery missions also indicates what delay would be after the battle begins. * Small arms fire causes more suppression than before. MAPS AND ENVIRONMENT * Game performance for large maps has been increased while load times for large maps have been improved. * Maps can now be up to 8 kilometers long or wide (up from 4 kilometers). However, total map size is still restricted to 16 square kilometers. This means that you can make a 2 kilometer wide map that is 8 kilometers long! * Conduct combat operations in lush rural landscapes, dense urban settings, or anywhere in between. * Heavy Rocks, Heavy Forest, Marsh, and Deep Marsh block all vehicle movement, while Deep Marsh additionally blocks infantry movement. * Water terrain types added: Water, Reeds, Deep Ford, and Shallow Ford. Infantry can cross Deep Ford and Shallow Ford, while non-amphibious vehicles can only cross Shallow Ford. * Bridges are now available as a terrain type. Bridges come in multiple varieties, including wooden foot bridges, small rural stone bridges, large concrete traffic bridges, and even railroad bridges. Bridge lengths vary from 16 meters to 600 meters long. * New and improved tree and bush models added, representing a variety of European species ranging in size from small shrubs to towering evergreens. Forest ground tiles can accompany them for proper forest terrain. * Generic buildings can now be up to 14 stories high, and have sloped roofs available in addition to flat roofs. SOLDIERS * Dynamic, context sensitive equipment loadouts for individual soldiers depending on what weapon and equipment are carried. * Expanded Soldier details. A completely new way of assigning models and textures allows greater flexibility and variety of how Soldiers look in the game. It also allows for more flexible Modding possibilities. * When available, pre-made soldier appearance options can be toggled in the editor or QB Purchase screen by using the Appearance button. For example, this allows the player to choose between Ukrainian troops equipped with either new digital camouflage uniforms or older TTSKO uniforms. * Night vision equipment, such as goggles and weapon sights, will be automatically and visually equipped in scenarios with low-light conditions. * Many new soldier animations, stances and positions, including kneeling and sitting positions for crew served weapons, pistol firing animations, hand grenade throwing, crew functions, first aid, and much more... * Automatic ammo sharing between nearby soldier Units. FIRE SUPPORT * On-map mortars, both dismounted and vehicle-mounted, are now available. On-map assets such as mortars are able to fire in both direct and indirect modes, using their own spotters or separate forward observers. * Spotters are now restricted to directing only one Artillery or Air Support Mission at a time. Assets can now be group fired by shift-left-clicking them, allowing more than one Asset to be assigned to the same Mission. EXCEPTION: Spotters directing one UAV Observation Mission can also simultaneously direct one Artillery or Air Support Mission. * Player-placeable Target Reference Points (TRPs) allow simulating prepared support strikes and ambushes. Support missions aimed at TRPs do not require LOS from the spotter, or any spotting phase. * Precision artillery missions are available for Point targets. These missions are only available for certain artillery assets and 120mm mortars. * UAV Support Missions are now available. These missions use UAV support assets which can share spotting information with the player and ground units. * Helicopter and UAV Support Assets no longer require Line of Sight (LOS) for the spotter to call in a mission. In other words, the mission can be called anywhere on the map. COMMANDS * Scout Team Command splits off 2 men to act as scouts. * Target Armor Arc Command. Instructs units to engage only armored units within the specified arc. As with nearly every Command, outcome varies greatly depending on unit quality and battlefield conditions. * Target Briefly Command. Tells a unit to fire all its guns on a designated spot for 15 seconds, then cease fire. Issuing the command repeatedly increases the duration in increments of 15 seconds. * Mark Mines Command for Engineer teams and squads. * Waypoint dragging. A waypoint can be clicked on and moved by dragging it to a new location. * Grouped Spacebar Command system. Instead of getting all of the commands in a big list when the Spacebar is used, instead you get four groups of commands: Movement, Combat, Special, and Administrative. Selecting one of these presents the Commands specific to that Commands Group. * For vehicles with more than two weapons systems, such as an IFV armed with ATGMs, cannon, and MGs, the Target Light Command will fire only MGs on the target, while the Target Command will allow all weapon systems to be fired. GRAPHICS AND PERFORMANCE * Shaders. * Faster graphics, including FPS improvements, especially for infantry-heavy maps and faster video cards. * Possible speed improvements depending on video card hardware and drivers. * Movie Mode. * Bright Night Mode. * Hit impacts to vehicles and bunkers now shown graphically ("hit decals"). * Improved rendering. Normal and Bump mapping allows for more texture detail while using less system resources and improving the pressure on framerates. EDITOR * Independent Vehicles and Specialist Teams can be purchased and attached to any formation, allowing players to tailor their formations. * Exit objectives. * Improved Scenario briefing format, including a new Designer Notes subsection. * "Reduced headcount" option to simulate previously depleted formations. * "Ditch Contours" feature. Map editor elevation changes can be "sharp" by holding the control key when clicking tile elevations. This allows the creation of realistic ditch contours. * Ability to create AI Triggers that execute actions based on other units or interaction with Objectives. * Improved responsiveness of 2D editing, especially for large maps. * Improved load time for 3D Preview, especially large maps. * Customized "Mod Tags" for most graphics. This allows for multiple mods for the same item without the need to move items in/out of Data folder. * Ability to specify specific mods be used for a specific Scenario. If CM fails to find the specified mod it will use the default graphics. * Auto-Assemble linear terrain tool. Roads, walls, fences, and hedges can now be automagically drawn across the map instead of placing them one tile at a time. The old manual selection interface still exists to allow tweaking specific Action Spots. * BMP map overlay. Instead of having to create game maps by freehand you can now trace over a real world map within the Editor. Four different levels of transparency make the process easier by adjusting for different needs as work progresses. * More AI Groups. The number of AI Groups available has been increased from 8 to 16. This allows for greater fidelity of AI Plans and their assigned units. * Copy and paste AI Plans. Create a solid AI Plan, copy it, and paste it into an unused AI Plan slot. Once done the copied Plan can be modified to make a unique variant without having to build the Plan up from scratch. * Combat Victories (Kill Stats) for individual units showing how many and what types of units the soldier or vehicle has eliminated in the mission (totals tracked for campaigns).
  21. 1 point
    SgtHatred

    The patch?

    Nah, I am just trying to cut to the point. People make speculations, and the old guard here comes racing to the defense of Battlefront. Reading this forum is like being stuck in a time-loop. The only point worth mentioning is that 4.0 has been out for 14 months and a fix to a problem it caused has not yet arrived.
  22. 1 point
    Col Deadmarsh

    Fury Movie Discussion.

    I'm watching this now for the first time and I'm already put off by one of the scenes. They've just finished killing off the AT guns by the tree line and then want to execute the German soldier...oh wait...I meant Nazi...cause every German is an evil Nazi in these films. So not only do we have this ridiculousness, but I'm supposed to identify with American soldiers who want to illegally kill this unarmed prisoner. WTF? It's sick how the men who run the Hollywood studios try to get the public to believe these lies against the German people. Do you think that if this movie took place in the Pacific, they'd have our heroes executing a Japanese POW? Doubtful.
  23. 1 point
    Aye that was a HUGE amount of work - I'm indebted Herr Oberleutnant! And to your good wife. If you both every find your ways to Scotland the drinks are on me!
  24. 1 point
    It was a pleasure helping such a master craftsman - although even my wife did say 'bloody hell' when I told her the scale of the mission briefing part of the task. Compared to that, the casualty trackers were a doddle.
  25. 1 point
    When you download the campaign file you also get the PDF with the branching pathways (along with short descriptions of each mission) and a 'blood' chart (courtesy of @Combatintman to track your losses).
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