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Showing content with the highest reputation since 09/20/2018 in Posts

  1. 10 points
    It sure is funny how most of the people who complain about price and why is the games not on sale for bargain prices are people who have a handful of comments on the site and are recent new members. In other wards I see them as typical gamers expecting the same thing they see with most of the rest of the industry. Expecting to get something for almost nothing after a short life span of the product , with a newer version out and selling again for that company. They have never played any game for any extended period of time and are just waiting for the next thing on the market that they can consume. The concept of a game with depth and years of endless playability is not a possibility in their thought process. Let alone a fact that the company is not capable of putting out new versions in a year or two with staffs in the hundreds to do such things. A product with only a handful of guys working on and making adjustments to and no ability to try and push the graphic limits of the present home computer each and every year. They see it as a unknown logic in the world that they live in and cannot accept it. I find it funny. BF is two guys that came from that world and hated it, created their own way to run and manage their game and have done what they wanted and made the life they wanted for themselves and provided us with games no one in the all powerful industry want to do. So Bf keep selling and doing business how you want. I appreciate the games too much to care about sales and how they do business.
  2. 10 points
    I've posted Combat Mission on Pornhub. No one can stop me.
  3. 9 points


    Hope this will be very useful to all members. Glad my mod slut-ness finally paid off.
  4. 9 points

    Kharkov Map Sneak Peak

    Hey, guys. It's been awhile. I thought I'd drop a screenie and let everyone know that the project is alive and well -- if moving along rather slowly due to RL time demands. I had to take a long break or two again, but have knocked out a number of blocks on the map since my last post, along with a sizable chunk of elevation refining. Here is a screenie showing a bit over half the master map: This is East to West, with the Southern half of the map being largely visible. The SE corner is done, but wouldn't fit in the picture. There is a little more that is finished, but it wouldn't fit without showing skeletal areas, so I kept things to what is complete (well, other than final tweaks, flavor objects and elevation refinement). Alrighty, that's it for now. Macisle out!
  5. 9 points

    Update on Engine 4 patches

    "That is really just an unacceptable amount of time for a developer to fix a problem that was introduced in a paid upgrade to a product." I completely agree with you, TGarner. I've hardly played any of the games that I own and paid for (ALL the WWII titles and all upgrades), for the past two years, because of the more infuriating problems with the previous upgrade. I used to love the games and played regularly, so it is even more of a shame that the prevalent culture here is that the customer is little more an an irritant and liable to be ignored for months on end - except when it comes to promoting new product and 'upgrades'. It is hardly surprising that these games are such a niche market when even the small current customer base is treated with such continued disdain.
  6. 8 points

    Update on Engine 4 patches

    When a patch is 2 years in the making I start to question their ability to deliver, regardless of how long they take.
  7. 7 points

    Combat Mission AAR: MSR Titan

    DOWN THE MSR After the violent exchange, a momentary calm comes over the battlefield. A few enemy crewmen are seen fleeing away from the carnage, and there are a few pops and bangs from cooking off ammunition. I wait a turn or two to make sure there are no late surprises. When its clear there aren’t Task Force Miller begins to cautiously creep forward again. Some of the tanks that were covering the infantry clearing the woods on NAI 1 are repositioned to move up and help cover the move on NAI 11. The calm persists as infantry from 2nd platoon cautiously approach the buildings on NAI 11 and begin to enter and clear them. The infantry clear the buildings without incident, discovering the corpses of what looks like an enemy infantry squad deployed in a scout role. On the other side of the MSR, the situation is repeated. Infantry from 1st platoon clear the remaining buildings on NAI 3, discovering only corpses and the two burned out BMP-2’s. The final T-72 in the reverse slope killsack is destroyed. That makes 10 tanks, an entire tank company. There don’t appear to be any other fortifications or enemy units in the area. Back at NAI 1, the infantry are slowly making their way through the woods, trying to avoid making contact with the enemy dug in there. On the left, there is a small opening in the tree cover, looking down slope into a clearing. There are a lot of vehicle sound contacts in this clearing. I decide to move a tank over to help cover the infantry and spot for enemy vehicles. This quickly pays off. Just a few moments after the tank gets in position, a BMP-2 is spotted. The Abrams fires, destroying the spotted BMP-2. A second BMP that was unspotted but unfortunately positioned between my tank and its spotted target is killed when the sabot first passes through it on its way to its intended target. The vehicle itself remains unspotted, but a plume of smoke begins to rise into the sky, marking its location. A team of infantry from 3rd platoon, currently making their way through the woods over to the position the tank has taken, set up in a shallow trench next to the Abrams and immediately spot another BMP-2 in the clearing. The AT-4 flies true and hits the BMP-2, destroying it. The crew of the stricken vehicle bails out and are quickly greeted by a hail of bullets. Also spotted are some foxholes with a lone enemy infantryman crawling next to them. As suspected, this entire area looks like a fortified hornets nest. For now, I’m trying to stay along the periphery and engage opportunity targets as they appear, while trying to avoid getting sucked into a slug match in the woods. I spoke too soon. The infantry spot another BMP-2 and attempt to engage it with the Javelin. However, this time the enemy sees me as well, and the BMP fires first. Casualties are caused, including the javelin gunner. This is an example of how deadly close range forest fighting such as this can be, and something I’m trying to avoid. My tank, mere meters away from this infantry team, cannot see the enemy BMP. Sight line geometry in environments like this are a nightmare. I quickly pull the infantry back, trying to disengage from the situation. The entire platoon is able to move away without drawing any fire, though the team in the woods next to the tank takes an additional casualty and is pinned down. To help cover 3rd platoon by NAI 1, NAI 11 is reinforced with more infantry from 2nd platoon, as well as some tanks and Bradleys. NAI 11 provides good lines of sight across NAI 1, and forward along the MSR. The goal will be to use NAI 11 as another forward base of fire as I advance further down the MSR towards the bridge objectives. If any enemy units in the woods on NAI 1 decide to make a break for it or try to flank my units as they advance on the bridges, NAI 11 should be able to spot and interdict them. Back on NAI 3, 1st platoon moves forward and clears the woods to their front. The road leading up to NAI 5 climbs in elevation, and has a ditch running along it. I place some infantry teams in the ditch to provide overwatch, armed with a javelin. From their position, they can see the bridge objectives, which appear to be clear of the enemy and obstacles. Scout team 1 moves up in its Bradley to get a better view into the back of NAI 1. The team dismounts and sets up on a berm, covered by their Cavalry Fighting Vehicle just behind them. Moments after setting up at the berm, the scouts spot a BMP-2. However, the BMP has also spotted the scouts Bradley, and the Bradley has not spotted the BMP. The javelin takes around 20 seconds or so to acquire a good lock on a target before the missile can be fired. In that time, the BMP-2 is able to fire an AT-5a at the Bradley. The enemy missile zips overhead and hits the Bradley, destroying it instantly, though both crewmembers survive and bail out. A few seconds later, the javelin is fired and the BMP-2 is destroyed. The 1:1 trade of vehicles is a bad one, especially for cavalry scouts who are generally supposed to avoid engagement if possible. After the BMP is destroyed and no further contacts are spotted, I decide to push out the perimeter around NAI 11. Two tanks, the Company XO and 2nd platoons platoon leader, bound forward in a pair. They establish overwatch positions along a lightly wooded berm that can directly observe both bridge objectives, as well as the far side down the MSR. Nothing is spotted either on the Bridges or on the far side. With this area looking clear, more vehicles are moved up to expand the perimeter of NAI 11 and prepare an initial push for the Bridge objectives. Back on the right at NAI 1, the bulk of 3rd platoon (infantry) are disengaging from the woods and moving across a field to an assembly area. There they will remount their Bradley’s and be moved forward to assist in the capture of the Bridge objectives. However, there are still unrecovered casualties from A Team, 3rd Squad. To help recover the casualties, B Team moves up to the shallow trench. Number 3 tank from 1st platoon is still in position trying to provide cover to the pinned down infantry. As soon as B Team arrives, they take fire from a BMP. 30mm HE rounds tear through the foliage and explode around the team, causing another casualty. A SAW gunner equipped with the teams AT-4 stands up through the withering incoming fire and takes aim. This act of bravery is rewarded. He fires his AT-4, and his aim is true. The BMP-2 is hit and destroyed. With this BMP-2 destroyed, all incoming fire ceases. After making sure the coast is clear, 3rd squad begins the task of recovering its casualties. The casualties are recovered, and the infantry and tank fall back away from NAI 1. As they clear the area, a fire mission is called down on the NAI. The mission will be a steady rate of fire for a long time (7-10 minutes) to keep anyone left in the woods pinned down.
  8. 7 points

    CMBN 4.0 Patch Has New QB Maps

  9. 7 points

    RT Unofficial Screenshot Thread

    A scenery shot and Heer closeup.
  10. 7 points

    Update on Engine 4 patches

    Yeah, I'm a little puzzled at lack of news and lack of patch. I mean, I have spent plenty of time managing SW projects, so crap happens. But we have been told over and over that its soon, right around the corner, etc. for quite some time.
  11. 7 points

    Windmills in FB

    Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills... It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too. The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building. The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky. https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
  12. 7 points
    Oh, shove it. If someone sees that the topic is about suppression from small arms, that's the discussion they should see when they open the topic - not a bunch of grumblings about health insurance and car repairs.
  13. 6 points

    TACai rocks!

    The scenario is Battlegroup Attacks! by George MC. (Thank you Sir!). A mix mechanized Syrian and U.K. force face off in Syrian hilly terrain in a PBEM with myself as Red force. A BMP-2 seizes the opportunity to take a pot shot at a Challenger 2 with it's AT-5 ATGM. N.B. The only orders I gave to the BMP-2 were as follows; 1. Reverse out of the Wadi around 20m to gain LoS. 2. Face towards blue Challenger contact. Everything else is the TACai's automatic orders. http:// http:// http:// http:// http:// http:// http://
  14. 6 points

    The Truelife* Mode PBEM DAR

    In all my years playing CM games and talking about them with other players here on the forum and with friends at home, one of the subjects which comes up fairly often is the ability of the player to have a "God" like view of the battlefield. As the player, we have far more information available to us than a typical battlefield commander would ever hope to have. This thread will be all about several steps taken to reduce the amount of information you the player have and how that reduction of information plays out in a real battle against a human opponent. @RockinHarry has made several mods to the game and we are going to showcase them here. I hope he will read this first post only and then go away as I will be talking about my side of our battle here and we hopefully have many more turns still to play. RH's mods we will be using in this battle are: Invisible enemy floating icons, Invisible sky triangles, Invisible casualty cross, invisible enemy tracers and several animation changes to lower the stance of troops while performing certain tasks. We will however be playing with friendly icons on. Having played several battles with all icons off, it is no fun losing your men in thick cover and breaking fog of war just to find your men back. While I like the game to be hard, I still want it to be fun. For our battle we chose a medium meeting engagement between Armoured Infantry, RH as the Germans and me as the Canadians. The only rules we agreed to were: must take at least two companies of infantry and all vehicles chosen must have at least two rubber wheels. Single vehicles, specialist teams and any artillery could be used so long as it was available under the Armoured Infantry tab. I am just finished my lunch at work now, I will post more tonight!
  15. 6 points
    You just released a GIGANTIC mod for SF2 but that was two days ago. So, what have you done for me lately, Mord? Mord.
  16. 6 points

    mortar response time

    Adding to what @IanL said, there is a small circle in the bottom right hand corner of every artillery or air asset representing the C2 level between the unit calling for the support and the artillery. The darker green the circle is, the shorter the call time will be. If the little circle is yellow, orange or red, expect very long call times.
  17. 6 points
    Yeah, that's one of the reasons I never cared much for "tournaments", especially back in the old days of CM1. A lot of those guys were so arrogant an took playing way to seriously. I don't like losing but I enjoy the stories that can come from a good defeat just as much as from a killer win. When I play as a weaker side, like Syrian Combatants or Italians, I adjust my goals to causing as much hurt as I can. If I knock out a few good tanks and rack up a couple dozen bodies, I consider it a "win" even when I get my ass handed to me. LOL. Expectations, brother! Mord.
  18. 6 points

    Update on Engine 4 patches

    Whining has more to do with no information, let alone a simple revised ETA, being provided. It's not rocket science - revise a slipped March deadline by providing a *timely* update of... July or October or early-2020 [pick a date]. Posting every other month that we're almost there isn't an effective way of communicating with your customers. It's not that complicated. What you want to avoid is the mishandling of expectations. Said expectations being set initially, not by the customer, but by the developer. It's not difficult... post an an update before you blow past the last one. Otherwise, you mangle expectations. Anyhow, it is what it is. It's obviously more effective to be reactive rather than to be proactive with deliverables. Plus, it's lot more fun to be wading through 22 pages of my useless posts than it would be to reference a locked thread of *timely* updates from the developer. Now let's back to eating our young...
  19. 6 points

    Why so little community content?

    You're a member of the community ….
  20. 6 points


    So I picked up Black Sea about 3 months ago.... this game is truly amazing. The amount of micromanaging you can do is staggering , the choices and strategy you can make is endless ……. do I take more ammo ...or do I keep em lite so they are faster … do I call in air support or use artillery , do I throw down a smoke screen or just try to run thru an ambush …. do I go to the high ground of try to infiltrate thru the forest ….do I leave my flanks exposed and go for the throat ...or play it safe ….. the campaigns, quick battles, an building my own battles are great and endless ... I find myself constantly thinking about the game... how "next time" I will do things differently and try a new approach … or bring a different troop package into battle . I am sure there are people out there that don't like the game or are sick of it by now or want to change this and that , and I don't disagree that I wish I could change some things or improve others , but for someone new to it.... I am like a little kid on Christmas all over again ….
  21. 6 points

    Update on Engine 4 patches

    During the two years we have waited for this patch, Europe and North America have physically moved about 5 cm (2 inches) further apart due to continental drift. https://www.nationalgeographic.org/encyclopedia/continental-drift/
  22. 6 points
  23. 6 points
    A nice walk in a river valley with the Syrian Army... ... playing all that CMA came in handy.
  24. 6 points
    A quick, little skirmish...
  25. 6 points
    Ok. I have read enough of your posts now, that I have to say this so that you will understand the concepts in CM. Firstly, YOU have to WIPE your brain clean of all the RTS nonsense. Take it out of your skull, squirt some Windex on it and give it a nice scrubbing. Now, put it it back in and away we go. CM isn't gonna give you power ups, weapons upgrades or healing/resurrection (they have their place in other game but not here). You MUST forget all that stuff if you want to learn. You have to approach it as if you are a real commander, on a real battlefield, with real men, using real weapons for the time period you are playing. It's more of a simulation than a game where exploits replace actual tactics. Battles can take place anywhere from thirty minutes to four hours, no tank is gonna get upgraded armor, no soldier who just had his leg blown in half is gonna get a magic bandage, or a green squad that just killed three Germans is gonna advance in experience, within those time periods. On the contrary, it would take a few days to up armor a tank, the wounded soldier would be shipped home, and the squad would slog for weeks before they learned everything they needed to survive. Think of it this way, if it doesn't happen in the real world, it doesn't happen in CM. Once you rid your mind of the gaminess of other games you'll be better suited to absorb the nuances of Combat Mission. It's a whole different experience and very rewarding. Have fun with it. Most importantly read the manual! There is a wealth of info there. But don't hesitate to ask more question on what you don't understand. It's nice to have new blood playing the game. Mord.
  26. 5 points
    So let’s hop out of the comic for a bit and present certain information you will find helpful to follow along in the story. The map is about 1 square kilometre. Side to side and front to back dimensions are just over 1km each. The allies start in a clearing in the upper right corner, the Germans are everywhere else. Time allotted for the battle is one hour. A ridgeline divides the map, and it borders an impassable river that has 4 crossings - the three fords near the allied zone, and the bridge at the village lower right. The river side of the ridgeline is open, rough ground. It is exposed to fire from units in the village almost to the nearest ford. The inland (north) side of the ridge is densely wooded. The ground is almost perfectly flat south of the river, from the village to the allied zone. On the other side of the ridge, the land starts flat at the far (east) end, and eventually slopes somewhat steeply in the town, and beyond, to the hilltop. The hamlet in the upper left (northeast) corner is the completely flat plains area, facing the ridge that rises just at its periphery. It’s March, so spring melt and rain has left the ground a bit damp.
  27. 5 points
    H-HOUR This is the situation at the start of the battle. Carrier based AEW is in the air, as is a patrol of Prowlers performing EW and 2 flights of 2 F/A-18F Super Hornets providing CAP. Additionally, the EC-130H Compass Call is coming on station and is conducting active jamming. This jamming coupled with the Prowlers will hopefully be enough to frustrate the Regime radars. Speaking of which, all Regime radars, including illumination and fire control radars are active. The white text next to enemy radar and SAM sites shows the pulses of energy from these active radars. They clearly know we are coming and are combing the sky trying to find my aircraft. With air units on station or arriving on station, it is time to initiate the first Tomahawk land strike. This strike will come in 2 primary waves. The first wave is designed to strike enemy ADN assets and government/military targets in Al Mout. The second strike will be aimed at radar sites and any remaining ADN assets that survive the first strike. SAM sites are capable of targeting and shooting down incoming Tomahawk missiles. To combat this, constant jamming will make it difficult for their radars to find and track the incoming Tomahawks. If they are able to fire at the incoming Tomahawks (which is likely) there will be 5 assigned to each SAM target to insure that at least a few are able to get through. All other targets (radar sites, government/military targets such as buildings) will receive 2 Tomahawks. This is to ensure maximum damage against these targets while insuring against weapon malfunction. The order is given, and the ships of CSG 12 fire their Tomahawks at their designated targets. 111 Tomahawk missiles are launched in this first salvo. Nearly half of the total number of Tomahawks I have on hand. A strike like this gives a visual example to the term “shock and awe” which, rhetoric aside, is a very real thing. As the Tomahawks approach the coast (10-15 minutes after being fired) they begin to be detected by enemy radars. Fire control radars from the SAM sites try to lock on to the incoming missiles, but cannot cut through the jamming until the Tomahawks are very close to their targets. Some SAM sites manage to fire missiles at the incoming Tomahawks and knock a few down, but the majority of the Tomahawks are making it through and striking their targets. A few of the weapons malfunction, but the majority perform as advertised. In response to the Tomahawk strike, the Regime appears to scramble aircraft from Al Mout International. Multiple bogies are quickly detected climbing into the sky. The bogies are quickly identified as Mig-25’s, first by the E-2C and then visually by the F/A-18F’s Forward Looking Infrared (FLIR) camera designed to spot, identify and track aerial targets out to 100nm. The Migs begin to chase down and engage the Tomahawks striking targets in and around Al Mout. They are able to shoot down a number of the relatively slow moving, non-maneuvering Tomahawks. Tomahawk Strike Battle Damage Assessment (BDA): The strike was largely successful. Most of the Tomahawks made it to their targets with only a few malfunctions. Most of the SAM sites that were targeted are either completely destroyed or heavily damaged. In Al Mout, all strategic targets were hit except for the government complex. However, one of the SA-6 SAM sites is still active. Additionally, the SA-2 site still appears to be active, but its radars are not emitting which likely means they were destroyed. These two SAM sites pose a direct threat to air operations over the city and will have to be reengaged before the Marines begin landing operations. A second Tomahawk strike, primarily targeting enemy radar sites and priority targets in the vicinity of Al Mout will commence shortly. In order for the second Tomahawk strike to be successful, the enemy Mig-25s will have to be dealt with. A group of 8 appear to be heading out to sea towards my aircraft and ships, while a second group appears to be forming up over Al Mout International. This has the makings to be a pretty big air battle.
  28. 5 points
    Raise your hand if you appreciate the utter irony of this thread.....
  29. 5 points

    Snowy Windows

    Little mod I made to supplement the snow effects on modular buildings in CMFB What it does: Adds snow effect to doors, windows and window frames in snow conditions (i.e using tags). Adds some snowy balcony frames - these aren't very good though as they way texture is used elsewhere prohibits a nice effect on the balcony floor, but better than nothing I suppose. Also, I fixed the window alphas for every window used on modular buildings so when you look through a window the frames and windows are in the correct position (i.e the window texture and alphas now match up so the window is transparent and the frame isn't - not always the case in the window textures.). I'll try and post some screenshots at some point. https://drive.google.com/open?id=147QdozhNwhkrec0gvVDnvcDZyA4qk_zL
  30. 5 points
    I bailed my Coy HQ tank and used the crew to observe enemy movement (harder to spot a man that lies in prone position, than it is to spot a T62 turret). I parked one of the Plt HQ tanks near my company commander, who then shared his spots with platoon commander. The information got passed through the platoon network. Next step was choosing hull down positions. With contacts already passed through platoon network, the job was already half done. Having my tanks unbuttoned/opened up and with previous knowledge of enemy positions and movements, has made my tanks spot M1's almost instantly. I was lucky to catch one platoon on the move. Movement reduced their spotting ability, which I fully used to my advantage. The second platoon of M1's was destroyed by combining efforts of my Company commander observing, 9M14 Malyutka's blinding the M1's and T62's finishing the jobs with flanking shots.
  31. 5 points
    Did someone say explosions? Fun fact: you can daisy chain IEDs.
  32. 5 points

    Update on Engine 4 patches

  33. 5 points

    How to Use Extra HQ Units?

    In the game the ability to call for artillery fire is not based on having a radio but instead on the authority of the caller. It is often referred to as the field telephone abstraction. As an example you will notice if an FO team's officer becomes KIA and the RTO is still alive with a working radio the FO team can no longer call for or adjust fire. So the US XOs can call for arty even when they don't have a radio. As a result I will often have an XO accompany a maneuver platoon. Then when the platoon needs to call for indirect fire support the XO team will handle leaving the platoon HQ team free to move about keeping the fire teams in C2 and facilitating the sharing of OpFor contact information. Also when I have different formations in the same scenario I may use XOs, 2ICs, etc as liaisons. Example you have an infantry company from 1st Infantry Battalion and a tank company from an tank battalion. I will put the two Bn XOs in the other Battalion TOC so they will horizontally share OpFor contact information between the two formations. See the below link for an explanation on C2. I also sometimes assign them to the TOC as a TRP officer. They are responsible for calling in fires in the area of Target Reference Points (TRP)s to support the scheme of maneuver. They generally have one off map 105mm howitzer platoon I reserve for their use. They can call for fires from the safety of the TOC to impact in the area of the TRPs which were placed to support the planned Avenue of Advance. At the appropriate time the TRP officer (XO) will call for a maximum duration, light, low tube count mission which lasts for about 34 minutes. The XO will adjust this mission between TRPs to support the maneuvering platoons. I like to have the TRP officer in the relative safety of the TOC because if he is KIA while the maximum duration fire mission is ongoing control of those tubes will be lost and they will fire on the last adjustment until dry (I had this happen once in a PBEM). At times I have also used them as medics. This should give you some ideas 11Bravo. Keep swervin and happy hunting!!
  34. 5 points

    Shock Force 2 Beta Showcase Video

    Please be advised that every post containing the words "Fulda Gap" gets upvoted by me. Best regards, Thomm
  35. 5 points
    Michael Emrys

    The state of CMSF2

    The difference being that I am nearly 75 years old, have had something resembling a full life, and don't have my shorts in a twist because SF2 is a week late. Michael
  36. 5 points

    The state of CMSF2

    Bye. Thanks for the offer but I've lost interest in another $50 game with new guys and new guns and little else different. We can keep milking this 10-year old engine with a horribly clunky interface and terrible performance on newer hardware and blaming all the cool things we can't do on the engine that THEY CREATED. I'm moving on...
  37. 5 points

    They meant september of next year!

    LOL. I read through one thread over there. Nothing but the GS CM Forum 2.0. Same hate, same bile, same environment of constant negativity. Christ, one guy was even wishing for BF to fail. And low and behold an appearance by everone's favorite toxic stalker-troll to boot (still acting the same cancerous way he always has) which was no surprise considering the atmosphere. Yeah, we may have problems here, arguments and what not but at least it isn't constant. If that's your idea of how "senior wargamers" act and the kind of interactions you enjoy, well that's your business. Me, I'd rather not even be on the internet than to hangout in threads like that. I come to forums for fun and laughs and a little bit of discussion, not to read pages and pages of bitterness and hate. And the hilarious part is most of the guys that were really nasty claim they don't even play the game. Same old #$%^ different year and forum. I agree with some of what you said in this thread, but that was a bad example of why anyone should care what the outside thinks. Mord.
  38. 4 points
    Geez there's a lot of whingeing on this forum - perhaps due to a preponderance of Brits among the heavy posters. As for me, I play all the BF games and my favourite is whatever I happen to be playing the most of at the time (this month, CMRT). I'm eager for all the new releases, but in all these years I have never been at a loss for new content to play with.
  39. 4 points
    Not really postcard quality right now (too many more things to add), but I felt the need to post a WIP picture of the delta: Be honest.....You really couldn't mistake that for Syria, could you?
  40. 4 points

    Interview of a Waffen SS Soldier

    I suggest you read The Nazi Seizure Of Power by Sheridan Allen. You'd perhaps notice that the SPD (Sozialdemokratische Partei Deutschlands) which believed in class struggle, was not revolutionary but pro republic and democracy was the main opponent of Hitler within Germany alongside the communists and how as soon as he got in power, Hitler shut down all the socialists newspapers, sent its members to concentration camps before finally banning the German socialist party altogether in 1933. Meanwhile the nationalists and the middle class flocked to Hitler in droves. So besides the name NSDAP (and if you follow that logic the Democratic People's Republic of Korea is actually a democracy) and a couple of tactical populist measures designed to appeal to the working class and which mostly failed, fascism had fundamentally very little to do with socialism. The same was true in Italy and Spain with Franco. And if totalitarianism in its various forms be it fascism or stalinism have a lot in common in practice, the horseshoe theory might be a good explanation, but in any case they both reach this end state by following completely different paths and with fundamentally opposed ideologies.
  41. 4 points

    Interview of a Waffen SS Soldier

    True enough, these usually don't go anywhere for better and worse. I didn't mean to imply you were a Nazi fanboy, just that you are using some of the arguments I see everywhere.
  42. 4 points

    Sgt.Squarehead's CM:A Stuff

    I've finally got the big valley map to a point where I'm happy to use it as a 'master map', it takes a little while to load, but it's stable enough once it does: It's not quite as detailed as I'd like (CM:A Flavour Objects are not the easiest to place, the rocks really hate steep slopes, which is kind of unfortunate), but I've done my best with it.....I dread to think how many times I've clicked on tiny components of this map in preview mode! Here's some scenes of daily life in the valley. The day starts early for the water sellers who, like almost everybody else, are forced to hire guards to protect them from bandits as they go about their business in this lawless province: Before their shift at the local mine a group of workers and their guards enjoy a hearty breakfast of local produce: A large consignment of ore is ready to be delivered to the refinery in a nearby city: Meanwhile, near the highway, a DRA Army convoy has stopped to refuel and gather fresh supplies for their journey.....The convoy commander engages in the timeless ritual of haggling with the locals over their scandalous prices: Map can be found here: https://www.dropbox.com/s/gsrzlgkxrv6yl2t/[Map] Afghan Highway Valley.btt?dl=0 This is a totally blank map, no AI, no setup zones, no labels.....Nothing. Feel free to use & modify it in any way that pleases you. PS - Ctrl+Clicking to fast move around this map in preview mode within the game editor is not recommended.....You may well delete or modify something!
  43. 4 points

    A Plea to Developers

    I met one fellow way back when I was in college. he was in Vietnam (infantry) and had been caught in a ambush and they did just that. Turned into it and assaulted. Of course, his memory of it was very limited. They were on a roadway when they were hit. he managed to take a few steps before a explosion blew him back and dropped him on the ground, when he managed to get his wits about him again, he crawled away from the enemy to the far side of the road and found the only cover available, a tree trunk, so he positioned himself behind that and hide. The problem was, it was not really any cover. So he next was shot in his butt. That was all he had to the story. His unit did manage to assault enough that the ambush ceased and withdrew. He said the unit lost a lot of men that day, some were his friends and he felt terrible about his own actions. but that was about the only combat experience he had while there. the few other events he was in, all he knew was where the fire was coming from, never really could see anyone, just muzzle flashes, and him firing back into the location. And no one moving , just firing til the units disengaged from each other.
  44. 4 points

    A Plea to Developers

    WJA, all your points are on the mark. and some here have pointed out a few of them can be somewhat resolved with features presently in the game. Other items are likely not going to be resolved, but it does not hurt to point them out. The sad thing is I am sure the designers also know about these short comings along withy some others not mentioned. We as players can get very critical as to the game needing to represent things correctly as to how it is in real life. I am sure I have done it myself more than a few times over the years. But the truth is, it is a game and it is a computer program with all sorts of compromises in the programming that has been made but to us the user it seems to reflect reality pretty good. I am just amazed that it does as well as it does. The things we complain about the game is pretty limited compared to all the things the game is trying to portray. These guys really do try to get it right and we as the consumer needs to be reminded that they have made a huge effort to do just that. So keep that in mind before you make comments that sound like the effort has not been put into trying to get it to do things as correct as possible. We the consumer needs to realize there is going to be short comings, just is how it is. So when asking about possible improvements, keeping our tone in a positive manor is important. Because there is limits to what they can do. Nothing wrong in making suggestions, but acting upset because they are there is not a mature way of seeing it.
  45. 4 points

    Update on Engine 4 patches

    No, not really. Just like with Combat Mission, modern flight sim titles are not cheap to develop. If you want to see insane prices, go look at DCS.
  46. 4 points

    Semper Fi Campaign glitch

    Yep, spies can buddy aid weapons (I've only seen them take assault rifles not sure if they can take an RPG or MMG). If the spy does take a weapon and you don't want the spy to give himself away, by using it, he will need a small 360o Target Arc. With civilian density set to very heavy spies can Move very close to a checkpoint before being noticed . However only the human player controlled spy has the Move command. All AI assigned movement commands are at the double time which is considered suspicious and negates the civilian density setting some (not clear on how much yet). The AI will also crawl when very tired however this is also considered suspicious activity. A human controlled spy can be given the Move command and calmly walk very close to a checkpoint or group of OpFor troops. And if the spy has an assault rifle..........
  47. 4 points

    Gauging Combat Mission Interest

    No Bil, that is just a map of your fan club membership. 😁
  48. 4 points

    They meant september of next year!

    I've been holding off posting an official update because there's been an annoying detail and a few other things that needed to get nailed down first. It's pretty much where I need it to be, so expect a post in a few days. -Steve
  49. 4 points

    They meant september of next year!

    I wold also like to point again that, even though I expressly stated this is about comms, someone comes in and says its about release dates. Its some kind of obsession. The example should have been: BF: If everything works out we're looking at releasing it by the end of August... end of August comes and goes Customer: Is the game going to be released soon? BF: {silence} Customer: What's the status of the game I preordered? Beta tester, et al: Stop giving BFC a hard time for missing the date Customer: Can we just get a status on the release and patch? Beta testers, et al: Stop bringing this up or BFC will stop making games continues on for a few weeks...
  50. 4 points

    They meant september of next year!

    I don't think there is any need to apologize for missing a release window, but I'll repeat that it is not too much to ask for the community to be informed when that window is no longer viable.
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