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RepsolCBR

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Everything posted by RepsolCBR

  1. RepsolCBR

    Disappointed

    I seem to recall that it has been mentioned before that the actuall recon-equipment of these vehicles does not work....That function is not implemented yet...kind of like the german ww2 enginer- halftrack. It is in the game and looks cool but has no functionallety...
  2. RepsolCBR

    Balconies: Tweaks?

    Would an option perhaps be to NOT add any doors out on the balconies...and so to speak keep the 'eyecandy ' but avoid the deathtrapp... If that is even doable or does adding a balcony auto-generate a door on that wall ? I don't remember. It's been quite some time since i played shock force. Having balconies without any doors might look a bit wierd but might be a decent compromice if it could fix/limit this 'problem'...
  3. RepsolCBR

    Balconies: Tweaks?

    by looking at Bils AAR it does indeed seem like they still run out on the balconies.. Check the first video recently posted i his thread...the one with the uncons fighting in Dumayr.
  4. RepsolCBR

    Max screen resolution...

    I play at 2560 X 1600...and i would not like the UI to get smaller then that. It covers less then half the with of the screen IIRC. With something like 3440 it would be even smaller...
  5. RepsolCBR

    Max screen resolution...

    One thing to considder if you 'up' the resolution to those numbers is that the in-game UI will become very small...It might be hard to make out the text and such if you don't have very good eyesight... The UI does not scale with the rest of the screen in a very good way unfortunatelly...
  6. RepsolCBR

    Disappointed

    Agree fully...No need what so ever to ban you 😎
  7. RepsolCBR

    CMSF2 - UK-Germany Beta AAR

    Good pictures and good descriptions... Best of luck with your 'new' toys 😎...and thanks for doing this AAR
  8. RepsolCBR

    Disappointed

    This is a very good point for not going for huge maps right now. I don't think the AI forces would be able to handle that very well with the tools currently avaliable to the scenario designers.. Larger maps probably means larger forces and above all...more MOBILE forces ! The AIs inability to MOUNT any kind of transport to repossition would be a serious shortcomming. On smaller maps the AI can repossition on foot and it works pretty well but with really large maps such repossitioning might very well be to slow. Even if the AI could MOUNT vehicles the need for additional AI groups would be even bigger then now. In addition to the fighting forces... AI groups would need to be spent on the transports. 16 AI groups would not go very far... The limitations of the current trigger system would also be felt more harshely on larger maps i belive. On smaller maps the AI-groups has a decent chans contributing to the fight even if their possitioning, movements and other actions might not be perfectly timed and directed but on huge maps the need to be in 'the right place' at the right time doing 'the right ting' will be more important i belive... To get huge maps to work decently well vs the AI we would probably also need to see these changes (atleast) to compliment ...better performance. - Updated map-editor - A MOUNT-option for the AI - More AI-groups - More trigger options (to help the AI better understand when, where, why to repossition, attack etc...)
  9. RepsolCBR

    Disappointed

    I'm affraid that you will have to learn to accept that Battlefront is (atleast currently) a VERY ! small company...or you will be continuesly dissapointed...
  10. RepsolCBR

    Disappointed

    It's not just a performance issiue when it comes to larger maps...For us to see a steady stream of significantelly larger maps being made...especially by the community it would also require some major updating of the scenario (map) editor. Even designing the larger maps we se today to the standard that we have been spoiled with recently takes a huge amount of time. A map that is twice of four times as big would be a real beast to design with the current editor...I don't think it would happen very often. So...beside improving performance BFC would pretty much also need to update the editor to make this a very usable feature imo...
  11. RepsolCBR

    Disappointed

    Gameengine updates, more modules and stuff...we all want that...who wouldn't ? But unfortunatelly it has not been all smooth sailing for BFC the last year or two...some hick-ups along the way... In this thread they describe their current situation a bit...
  12. RepsolCBR

    Disappointed

    BFC have never claimed it would be anything else...pretty much a V4 version of CMSF is what they have been saying for quite some time now...
  13. Getting reinforcements 'right' can be tricky at times...Maybe the scenario designer did not expect you to be in those trenches so quickly... As i understand it your attack was very swift and succesful until that point. It happens every now and then that scenario designers gets the timing/placement of the reinforcements wrong when the player does something that he does not expect will happen...A very swift attack in this example... when the designer might have expected a tougher fight...
  14. RepsolCBR

    Editor Trick/hack.

    That's the way a remember it also...Water not being limited to zero meters altitude but rather to the same level as the first water-tile...
  15. That is probaly the best option....or PM the campaign designer (if he is still around)...
  16. IIRC BFC have mentioned before that modules will never include any GAME ENGINE improvements. Base-games will ! I guess that if BFC feels that they have time to spend on developing the gameengine further and give us some new features they might do so and release a new base-game to include those improvements...And charge the product accordingly. If they on the other hand feel that there is no time for any significant game engine improvements in the near future they might instead decide on releasing a simular product with NO improvements and charge less for it...and caling that a module. Releasing a game set in an entirely new geographical area at an entirely new timeframe though will most likely be a new BASEGAME by neccesety. The new Products will need to have atleast some 'connection' to the existing titles to be titled a module i'm guessing...
  17. If you move those around i guess that you might have to tweak other things also...to match... Deployments, AI plans etc..
  18. RepsolCBR

    Subtle elevation changes

    These slight elevation changes is one thing that COMBAT MISSION does very well imo. They actually do matter !! (most of the time 😎).. Other games might look better but very few have a simular level of detail when it comes to these kind of things.
  19. RepsolCBR

    The state of CMSF2

    might be this one...
  20. RepsolCBR

    The state of CMSF2

    Applies to flavored objects also... Better have the mapsize decided before spending to much time adding the fine details... And i belive that the displacement of units and objects will happen regardless of wich mapside you expand...but i might be missremembering on this one
  21. RepsolCBR

    Who plays Real Time mode?

    NP, obviously... It's a 'teameffort' to try and share what we know (or think we know...)...We all should help out as best we can...
  22. RepsolCBR

    Who plays Real Time mode?

    And these are for scoring purposes only...They are not triggers that can 'activate' any movements or simular AI actions...
  23. RepsolCBR

    Who plays Real Time mode?

    Yes...you can obviously do some decent things with the AI programing. Especially with the AI controlling the defending side. What i mean though when i say that the AI is very limited in its ability to react to situations on the battlefield i mean things like... - having two AI groups of tanks moving down a road to cross a river. The first AI group gets shot up by the bridge. It would be kind of neat if the second AI group could 'react' and not continue down the same road...into the same deathtrap...but rather divert to a secondary crossing point. The AI can not do that right now. - Having an infantry platoon and a Tigertank defend a bridge. When/if the Tiger gets destroyed then the infantry platoon will pull back to a different location. - Having an AI group set up as a counterattacking force that would be able to attack in several different ways depending on how the player decides to advance. etc, etc... The fact that it currently makes no difference if a single sniper enters a triggerzone or if it is a full battalion that does the same thing is another thing that complicates AI programing somewhat. The scenario designer might want the AI to react in a certain way if the player moves into a specific area in force...and not react if the player only springs that trigger with a small scouting team...
  24. RepsolCBR

    Who plays Real Time mode?

    Given that your original plan is a succesful one i'm guessing... As a realtime player you can adjust your plan mid game. The AI on the other hand is very limited in this regard... More trigger options (or even better, conditinal triggers) would be very welcome !
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