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Nick Lott

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  1. This is the mod I want to see! You wouldn't want you're whole force to look like this though. hmmmmm... we've got random face textures, why not random vehicle textures? Plenty of space on my hard drive.... nick [This message has been edited by Nick Lott (edited 09-01-2000).]
  2. It's not really a "problem", cos as greybeard has pointed out both sides get the same thing so it will even out over the course of a game, I just thought that it maybe something that could be addressed in any future patches. I can see why it has been done like this, every shot that is fired in a turn has to be resolved, otherwise you'd have to "catch" all the shots at the end of the turn and freeze them, which could end up being a nightmare computationally. Then again what are PIII's for if not for this?
  3. As I'm sure everyone else has noticed, at the end of a turn artillery shells that have been fired during the turn continue to fall even after the 60 seconds are up and everyone has stopped moving. This has two effects: men who otherwise would have moved out of the range of the shells may be hit by them, and there is a lack of artillery shells in the first 10 or so seconds of the next turn, during what should be a continuous barrage. This isn't something that has a major effect on the game, but if we're down to level of worrying about the effectiveness of MG's in certain types of SP guns in the patches, maybe this could be looked at. Nick
  4. I have never seen anyone else mention this anywhere else, so I thought I might as well. One of the logical avenues for improving CM, without major reprogramming, would be the addition of more types of terrain. To give a few examples of the current limits; many roads in western europe have hedges/bocage immeadiately to either side of them, creating a very claustrophobic feeling avenue where it would be impossible for vehicles to leave the road. This isn't possible in CM at the moment, the closest you can get hedges/bocage to a road is 10m (You can get the same effect by using the 'road through woods' tile but it doesn't look right and doesn't feel the same). Anyone who's seen the photos of the destruction caused by Wittmann's Tiger at Villers-Bocage will see what I mean, those guys couldn't go ANYWHERE. You can see another example in any 'continuous' piece of terrain (ie roads, hedges, rail tracks etc). They are limited to four angles: north-south, east-west, NE-SW and NW-SE. This makes for a pretty grid-like map or roads with lots of wiggles. Most roads, especially in north-western europe do not run at right-angles to each other, but go at all sorts of strange angles. I'm not advocating a 'point-to-point' road system (at least not til CM2), but a few extra road tiles wouldn't go amiss. I can understand that BTS wanted to keep the map design simple by limiting the number of tiles available, but I don't think it would make it too much more complicated to have some extra tiles available; 'Road through Bocage', 'Hedge at edge of cornfields' and roads at that go NNE-SSW for example. These wouldn't dramatically alter gameplay (except for maybe the bocage one above), but I don't think the gameplay needs improving, it's perfectly fine as it is, they would make the maps feel more natural though, and look a whole lot better. We're now down to level of turret-tweaks in the patches and I think maybe more attention should now be paid to terrain, and less to the mechanics of combat; terrain is obviously one of the most important factors in warfare. Anyway... I'll stop whinging now and go and do something useful. Nick
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