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fry30

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Everything posted by fry30

  1. Why are you putting up pictures of dead babies, phallic objects and other perverse things? Ohhh wait, I miss my appointment this month.
  2. I like how you not-entirely subtly told me to RTFM!!! (read the f***ing manual!) Thanks bud!
  3. Can't wait to download. I think you've inspired me to create a small battle of my own. These all seem episodic. Seinfeld-esque.
  4. And sorry, I guess I didn't ask this question before, and I'm sure its really obvious.. how do I toggle the overlay in the editor?
  5. Thank you Ian. I have in fact committed a cardinal sin by cross posting this, but maybe the powers that be will remove one or the other thread. As it stands now I have a plethora of information on how to use this. Thank you very much, Fry
  6. Eh now I have two points of view. Ha-HA! On guard!
  7. How does one utilize google earth (or is it maps) when creating a scenario? I've tried the forum search option... is it perhaps detailed in a .pdf that came with the game? If anyone could help, that would be great.... and help the community! Sorry for the double post in the maps and mods discussion, but I don't know how often that board is frequented.
  8. As the title suggests, I am looking for help on how to use google maps, or google earth or whatever, to help create scenarios. I did use the search feature, but in every thread I found, the author either assumes the reader knows how to do it or just doesn't explain it. If anyone could give me a hand, I'm looking to create a few fun H2H maps for myself and the people I've been playing against. Thanks everyone!
  9. Do you have fraps, could you turn that into a video, or perhaps even make a link for the turn? I'm very interested in that, maybe I should just do it myself... ok let's see what I can cook up.
  10. I liked your idea with the enable MG button. If it can happen, it should stand to reason that it can be toggled.
  11. I've been gravitating more and more towards the late shows... but to answer your question one of my coworkers had '72 Denmark playing the other night. I guess those Europe shows are always my favorite. ----- I've seen some of those "destroyed" forest maps, they look awesome. I guess I just want something like that in game. Or some graphical depiction of defoliation.
  12. I was wondering where BF stood with regard to fire. I find it coming up in accounts of the Eastern Front. I know it was included in CMx1, I know this might be beating a dead horse... But again, I think fire should be improved within the game. I say improved, as I have seen it within a battle myself. I will include a screen shot to show you what I mean.... An Ot-34 hit a house full of Germans with about 3 long flame bursts. I'd imagine the house would become destroyed. (destroyed= un- occupy-able) You can even see the smoke coming off the fire, we're almost there!! And incase anyone doubts the veracity of my previous statements, here's a picture of the in game attack that set the house on fire (it was actually 4 long bursts)... And finally, here's what the house actually looks like, from the opponent's point of view (this was after our ceasefire) : ----------------- *** My only other question/comment is... can we fix the trees within the game? I understand they are abstracted, sometimes I find myself walking or driving trying to figure out LOS into the woods near me... its hard to see. But I, and I will cite sources if anyone's interested, keep coming across mention of entire forests being destroyed by Soviet and German firepower. I was reading specifically about Operation Bagration, and apparently in the fighting over Tower and Grenadier Hill during the Battle of Narva (at the Tannenberg Line specifically) : "The morning of 29 July began with the preparatory artillery fire of 25,000 shells fired by the Soviets. The bombardment covered the Tannenberg Line in a dust cloud. The forest on the Sinimäed Hills was entirely destroyed, with the trees cut down to a height of two–three metres. " (Sinimäed 1944: Battles of World War II in Northeast Estonia). EDIT: PS... we already have the 2-3 metre trees in the game (under doodads, or whatever its called.) We're half way there on that as well. Again, I know its abstracted, but maybe we could get a destroyed forest tile as a compromise.
  13. I'm sick of hearing that it's not in Steve's plans. Nothing against you Whitehot. Its just that, we should talk about it. A game set in the pacific would be awesome. Island hopping, island landing *(it can't be that much of a stretch, they have amphibious tanks in Black Sea) the list goes on and on. Its too bad no one talks about this. A game set in the Pacific would be amazing. Seeing as this game is basically a revenue generator for who knows what (making new skins, a couple new tanks, and then saying viola, its a brand new game is pretty lame BF); they might as well either create it or third party it like Afghanistan and collect royalties. Seriously, a few modders could have a Pacific game out in a month if BF would allow access to certain files. Or just release a new theatre every few years with the same engine. No wait... charge separate for any new additions.
  14. Ah I'm just glad this was resolved. And my issue with spotting is that I can't really get an intuitive feel for it within the game... I just would actually need to see the mist and the darkness to understand how low my visibility was. Maybe another hotkey (o-god) to give LOS... since it hasn't been included in any of the CMx2 releases, I'd just say maybe another hot key that would just let you know their max visibility. Nope, I think that's still an LOS tool. Really would like one. But super happy that if I ever decided to really mess around with the settings, they'll work as intended. ----- If anyone wants to start a PBEM with me in crappy conditions, I might be interested. Been very difficult finding worthy opponents ; P PS: I know another tactical, battalion and below sized game that uses this archaic green line that emanates in all directions (to a max of 180 degrees) to show a units field of view when toggled. It looked eh... no better or worse than say a CMx2 target arc... but it was a quick way of figuring out what the conditions (darkness, blizzard) were doing to your units field of vision. The game sucked and rhymed with Rat Dung Stanza, Cooperation Bar. But hey, they did pioneer the use of hit decals among other things.
  15. I'm not sure who battlefield is paying here anymore... but I'm not necessarily surprised that one of them hasn't addressed this. I've never ran into this, because I don't like games where I can't see the enemy. Unfortunately this is because I don't think things such as haze, overcast skies, or darkness are handled very well by Combat Mission's engine. It is what it is... maybe they could slap a few more icons on the hud, but that's for another day. However, it disturbs me that a major aspect of its [the game/ the company's] engine is not working correctly, albeit under such "unique" circumstances. If anything, BF could address it. Its truly absurd that that unit is not being located. Relying on this advanced spotting system leads to some really cool battle circumstances, but it also leads to some serious headaches. If anything, units within a 15 meter proximity, lets say 2-3 AS, should be automatically spotted. The only way this might be an exception, and we know the engine can handle this amazing phenomenon, is if A t-34 is sitting on the side of the road on a moonless night with very low visibility and is mistakenly believed to be a wreck or something of the like by CONSCRIPT soldiers, or otherwise compromised pxeltruppen. But don't expect anything from BF... they're still promoting/tweaking neat things like individual system damage when every AT gun/Tank in the game fires at the vehicle's center of mass. Some days I really wish Steve would go out into the desert on peyote and then come back and reappraise certain parts of this ****ing masterpiece. Some days I wish he'd have the humility to hire a small team to come in and analyze the game and its code for blemishes and omissions. Its the small things that keep you pinned down, immersed in the game play.
  16. I'll bet bucks to bananas it will beat Stalingrad, the movie that just came out a year or so ago. It doesn't seem to be some gung-ho patriotic movie like Saving Private Ryan, or Stalingrad... but more like the Thin Red Line, one of the greatest war movies of all time.
  17. doesn't appear I can edit it again, my drop box is cjburke86@yahoo.com
  18. This is a newsreel type coverage of a recent game of CMRT. The battle was Gates of Warsaw, by Panzermike. I do recommend it to anyone, regular or H2H. Big shout out to Nidan for being my opponent and setting up the game with me! Obviously this is a bit of a spoiler for the mission, although I don't give away many key points and its narrative based... at least in a sense that it doesn't break down mission objectives or my planning. Anyways, enough talking, time for the popcorn. Someone send me a battle soon, its cjburke@yahoo.com on dropbox. (PS: I fiddled around with a video editing program, so it might be best to watch this video at youtube.com if you can't get a high enough resolution.
  19. I definitely learned something today.
  20. I've seen that one before. I guess I'll have to give it a shot. The sight lines looked just a bit odd to me, but seeing as my map is a proverbial cluster-**** of fire, I shouldn't be throwing stones.
  21. If anyone is interested, I will be posting this in a different thread later on..... http://cmmods.greenasjade.net/mods/5474/details
  22. DOMFLUFF! - Thank you for figuring it out... what I was jabbering about, that is. I shall be away at once... it was honestly one of the reasons I got this version before 3.0 CMBN came out.
  23. Oh I didn't know they were supposed to be hidden. That makes a damned good point. Maybe my ulterior motives have something to do with it, (I want to recreate WW1 battles using straggler companies) but that never even crossed my mind. However, when I was playing them in CMA, I didn't see them so much as trenches, as they were areas of known entrenchment. You can keep trenches as they are in all subsequent releases. but I think some maps, aka war torn defense in depth type battles, would really benefit from their inclusion. Both sides know that forces are built up to the north, hiding in the building by the copse, etc. etc. I am glad they are no longer the preferred method of cover for your units, I like placing foxholes and trenches, I still think they can be organic to the map. I generally look at a map and think... gee, X, Y, Z: those are all great places to attack/defend/avoid. I don't think the addition of trenches will throw this off too much. And to my second point, and thanks again for replying guys, is there a way of creating these in game with the 3.o engine?
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