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Thunder

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  1. Hello everyone, I just bought the new engine upgrade and wondered if the official campaign and single battle missions received an update with the new editor features or if they were not touched. I am referring to those features listed on the store page: AI AREA FIRE ORDERS: The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated. AI FACING ORDERS: Each AI Order can be given a location for it to Face towards. AI WITHDRAW ORDERS: AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them. CAMPAIGN RESUPPLY: Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously. Cheers
  2. I was under the impression that seeing them move is just an abstraction and they don't really bump into each other, they would simply move slower. But that is only what I tell myself .
  3. I do not know how experienced you are with networking, but when you opened the game for your friend to connect, it shows an IP and port to which your friend has to connect. Does it show the IP that was given by your ISP or your local network address? For my friend and me, it is always the networking address of our home networks to which of course nobody outside can connect, so we cannot rely on the information given by the game. It has to be the IP from your ISP, which should NOT start like 192.168.x.x. I think your router should show you the correct IP address in the configuration screen, but there are also several web pages out there that show you your own IP address. A second issue could be that the port is not forwarded by your router. Might be you have to do that in your router configuration. Sadly, this is such a vendor specific task, that I cannot really tell you where to do that.
  4. I just checked, they will snap together in the correct angle, thanks for the answer! Still think that defenses should be placed in one place in the planning phase, though.
  5. Hey, First of all thank you for this nice game. I already enjoyed Combat Mission Shock Force, but Black Sea is an awesome improvement to see and play! I noticed something though when I played Quick Battles: While playing as a defender, I noticed that I cannot turn trenches and barbed wire, but I am able to turn sandbag walls. Am I doing something wrong here? Are these just abstractions and work just fine without turning them? Also, I find it highly inconvenient that these defenses are scattered all over the map in the beginning of the mission. I think it would be better to pack them together like unit formations in the planning phase. What do you think?
  6. I understand, but this is not exactly what I mean. In Iron Mode, you as a player still know where your units are, because you are controlling them. Of course, other units don't know about other friendly units they have no C2 contact with. However, when a unit is spotted, the spotting unit immediately knows if this is a BLUFOR or REDFOR unit, even if the spotting unit does not know what role this unit has (infantry/anti tank/hq), the spotted unit is shown with a blue or red "?". In my opinion, there should be a neutral spotting state where a target has not been positively identified as an enemy, but it is known that there IS a unit. Players would then need to check with their mates if friendly units are in there, to PID the enemy.
  7. Friends always ask me if Combat Mission is playable in Coop. Sadly I have to tell them its strictly H2H in Multiplayer. I think it would be very cool to play Combat Mission with multiple players, everyone controlling a platoon with one player being the company CO. This would give the game another tactical depth because the CO has to issue orders which the platoon leaders need to understand correctly to execute the overall plan and would give the highest difficulty, where fog of war also affects friendly units some reason. Given this scenario, friendly units should not be identified as being friendly unless the spotting unit knows (C2 wise)
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