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CarlWAW

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  1. Downvote
    CarlWAW got a reaction from PanzerMike in When should BFC start to develop a CMx3 engine ?   
    Me too.I am wondering how many of these posters receive a free game as beta testers?
  2. Upvote
    CarlWAW reacted to Aurelius in When should BFC start to develop a CMx3 engine ?   
    I will never understand why you people insist on defending BF, as if they are incapable of defending themselves. And then you get mad when someone calls you fanboys.
  3. Upvote
    CarlWAW got a reaction from Wiggum15 in When should BFC start to develop a CMx3 engine ?   
    After having upgraded to a new laptop I finally can play everything at highest settings. The game looks really good (except the coloring, which I would prefer to be more artistic and less natural, but that's not a problem of the engine).
    So from the GFX point of view, I don't see the necessity of another engine.

    But what I do not like at all and where I wholeheartedly agree, is the very slow development of the engine. Every little improvement takes years. I don't know if that's the result of a spaghetticoded engine or if the programmers are doing other things, but if the slow development is engine related, then I would say that a new engine is needed:
    I find it inacceptable that after such a long time assignable hotkeys for units still are not stored with savefiles, for example. Or that anitaliasing stops working when swithcing on the beautiful movie coloring. Or that it's still not possible to create half cover arc circles or that the campaign system is consisting only of independent battles and that they only can be played against the AI. BFC says they have so many ideas, but the development of the game engine does not reflect that but to me looks more like a vacuum of ideas.
  4. Downvote
    CarlWAW got a reaction from IanL in The future of user made scenarios – and the lack of community feedback   
    As a scenario designer myself, I don't have a problem with no feedback, but feedback would be good, to learn in which areas something could be improved.

    The solution could be soo simple:
    It had been suggested many years ago, to give scenario designers the ability of a debriefing text, after the battle is finished.
    In this text, a clickable e-mail or HTML-link, the program is able to call, would do wonders, since the player only needs to click it, an email for the scenario designer would pop up and would be sent automatically, all managed by the installed mailprogram.

    A debriefing text would have numerous other positive effects, but who am I to make suggestions to the allknowing mob on this forum...
  5. Downvote
    CarlWAW got a reaction from IanL in More Bulge Info! (and a few screenshots...)   
    Do you really want to demand from others, to show respect to provocateurs? Where was the respect torwards my suggestions, when the answers were: you need help, we can help you.
    Do you really believe, people do not recognize the false friendliness in this forum and how you support mobbing of critical voices? Customers may not know how the mod tags work, but I believe they recognize very quickly what is going on here.
     
    This forum is the proove that you like mobbers. Therefore I find it a bit funny, that you cricize me about being rude or showing no respect to mobbers.
     
    Interesting, but the most important aspect you seem to have forgotten: user friendliness.
    In the past there have been corrections because the initial plan or design didn't work out. The less than stellar success of modded scenarios could also be an encouragement to improve it. But it's definately not a high priority thing, there are many other things that need to be improved.
     
    Is it really 0.0000000000%? Not 0.0000%? Or maybe even 0%?
  6. Upvote
    CarlWAW reacted to Lille Fiskerby in New Campaign complete   
    Hi guys
     
    The Relief of Army Group North - Campaign ready for download at :
     
    GreenAsJade
     
    http://cmmods.greenasjade.net/mods/5546/details
     
    German campaign with 5 missions
     
    Campaign text here :
    Situation: Eastern Front 18th August 1944 84km SW of the Gulf of Riga. The destruction of Army Group Centre in June 1944 and the collapse of the Western Front following the Allied invasion of France in the same month caused a major drain of German manpower and materiel. Within two months dozens of divisions were wiped from the German Order of Battle by the sweeping Russian offensives in Byelorussia and Ukraine, or bled white in the war of attrition in the Normandy countryside. During the summer of 1944 the German army was beaten both in Russia and in Western Europe and fell back in full retreat. The German army reserves could not cope with the dreadful losses and ad hoc measures had to be taken in order to stabilise the situation. New kinds of units saw their birth that summer: infantry divisions were raised as so-called "Volksgrenadier-divisions" and new tank forces were created in the form of "Panzer-Brigades". The first of these was Panzerbrigade 101 under the command of the highly decorated Generalmajor Hyacinth Graf von Strachwitz und Camminetz (Major-general Hyacinth Count of Strachwitz and Camminetz), known as the Panzergraf or ‘Panzer Count’. Von Strachwitz was awarded the Knight’s Cross with Swords as commander of the Grossdeutschland (Greater Germany) Panzer Regiment, the lowest ranking officer given the award at the time, and was then the third Army officer to be awarded the Knight’s Cross with Diamonds for the relief of the Cherkassy Pocket. The appearance of Panzer-Brigades was no novelty within the German armed forces. From the beginning of the war in 1939 Panzer-Brigades were present and operational in the German Order of Battle until at least the summer of 1943. Apart from the official Order of Battle, German tank forces often operated in ad hoc formations, especially after the reverse of fortunes on the battlefield required makeshift units to tackle mounting crisis situations. One of the most successful battlegroups, so-called "Kampfgruppen" (KG), was "schweres Panzer Regiment Bäke", called after the commander dr. Franz Bäke. This unit operated in Ukraine during the beginning of 1944 and managed to knock out hundreds of Russian tanks with the permanent loss of only five tanks. The success of Bäke undoubtedly inspired Hitler to create strong and well-equipped regimental sized tank units. Unsurprisingly he was one of the first commanders assigned to the Panzer-Brigades. The philosophy behind these brigades was that smaller but stronger tank units could manoeuvre and counteract swifter than cumbersome tank divisions, which can be easily detected by enemy intelligence. Nevertheless when Hitler ordered the creation of the Panzer-Brigades in July 1944, they were rather born out of necessity than a new defence doctrine of the German armed forces. On paper it looked strong but the Brigades had at least two major drawbacks, no artillery Battailon and only one Infantry Battalion. We are fighting alongside SS-Panzerbrigade Gross under command of Stubaf. Gross and the plan is to link up with them on the 19th August to create Panzerverband Strachwitz, Panzerbrigade 101 and SS-Panzerbrigade Gross in one formation under command of Major-general Hyacinth Count of Strachwitz. Mission: Destroy enemy forces from Soviet 51st Army and make contact with 16th Army, part of Army group North, to establish connection between Army Group North and Army Group Center in 5 Missions : Mission 1. Clearing the way. Mission 2. Obstinate Russians. Mission 3. Throwing Down the Gauntlet. Mission 4. Turning North. Mission 5. Breakthrough to 16th Army. Friendly Forces: Core unit - Panzerbrigade 101, 4 units. German-English translation at the bottom of the page, text on units in game will be in german. Unit 1. Panzerabteilung 2101. 36 x Panther G Tanks 3 Companys of 11 tanks each, each coy. 3 Platoons with 3 tanks and HQ with 2 tanks and Battalion HQ with 3 tanks. FlaK Platoon (Zug) 4 x SP 37mm Möbelwagen. Unit 2. Panzergrenadier (PzG.) Bataillon 2101. 2 x PzG. Company, each with 3 Infantry Platoons and one Heavy Platoon (3 x HMG, 2 x 251/9 and 2 x 81 mm. Mortar) all in SPW 251/1 D, each Platoon HQ in 251/17 (20mm). 1 x Heavy Company with 8 x 120 mm. Mortars, FO Team and 6 x 251/9. Unit 3. Panzer-Pionier-Kompanie 2101. 3 Platoons : 2 Pionier Platoons with 1 portable flamethrower each, one Platoon in 251/7, one in 251/1 and one Platoon with 6 x 251/16. Unit 4. Aufklärungszug 2101 (Recon). 1 x Recon Platoon, 3 squads in 251/1. Enemy Forces : Soviet 51st Army formations : 417th Rifle Division. 3rd Guards Mech. Corps. 51st Army attached units : SU Regiments, Artillery Battalions etc. Soviet Airforce. German-English translation Brigade - Brigade Regiment - Regiment Bataillon - Battalion Kompanie - Company Zug - Platoon Gruppe - Squad Trupp - Fireteam Stab - HQ Panzergrenadiere - Armored Infantry Pionier - Engineer/Pioneer Aufklärung - Recon FlaK - Anti-air Kampfgruppe (KG) - Taskforce schwere - Heavy Werfer - Mortar Nebelwerfer - Rocketlauncher Kanone - Cannon Stuka zu Fuss - Stuka "on foot" : 251/1 with 6 x 280 mm rocketlaunchers, 3 on each side not in the TOE so I use the 280 mm Nebelwerfer Artillery, which has very short range, 1300-1400 meters in the game. (-) - Element of unit, not full unit. The Campaign will not end if you loose a mission but it will affect the end result. You will not receive any core reinforcements during the campaign, if you loose core troops its gone for the rest of the campaign. Their is a slight chance that you will get some vehicles repaired during the campaign but don't rely on it. You will get resupplied during the campaign so fire away ! Your core units will get rest between missions. The maps are made from QB maps + one Orsha mastermap + one map by H1nd, so many thanks to Mark Ezra, Benpark and H1nd for all your work, without it I would never have started on this campaign.    
     
  7. Downvote
    CarlWAW got a reaction from IanL in More Bulge Info! (and a few screenshots...)   
    @folkie
    Did I ask for help? You remember me about a rapist, saying he only showed his love to the woman.

    @ASL Veteran
    I wrote that the subfolder should contain the mod data, not the scenario or campaign files. That would not be good. The whole gamefile sorting mechanism would no longer work.

    The most transparent solution I can think about would be a packed format: the scenario designer packs hid BMPs/BRZs with the scenario-file into one archive, similar to the BRZ-packer, but, ofcourse, a BTT/CAM file would be created.
    The difference between the current naked BTT/CAM files and the one containing additional mod data could easily be seen by the larger filesize of the scenario/campaign with the extra visuals.
  8. Upvote
    CarlWAW got a reaction from waclaw in More Bulge Info! (and a few screenshots...)   
    Do you really want to demand from others, to show respect to provocateurs? Where was the respect torwards my suggestions, when the answers were: you need help, we can help you.
    Do you really believe, people do not recognize the false friendliness in this forum and how you support mobbing of critical voices? Customers may not know how the mod tags work, but I believe they recognize very quickly what is going on here.
     
    This forum is the proove that you like mobbers. Therefore I find it a bit funny, that you cricize me about being rude or showing no respect to mobbers.
     
    Interesting, but the most important aspect you seem to have forgotten: user friendliness.
    In the past there have been corrections because the initial plan or design didn't work out. The less than stellar success of modded scenarios could also be an encouragement to improve it. But it's definately not a high priority thing, there are many other things that need to be improved.
     
    Is it really 0.0000000000%? Not 0.0000%? Or maybe even 0%?
  9. Downvote
    CarlWAW reacted to sburke in More Bulge Info! (and a few screenshots...)   
    agreed, it is one thing to have a discussion on differences in perspective.  It is another to have that crap start getting thrown again.  If I am a "fanboy" because I disagree with you, then well... .. I can't say what I want to here without offending forum rules but it is a verb and implies the use of teeth.
     
    The argument itself is contradictory.  If sticking all your mods in one folder is too hard, how is having multiple folders gonna be easier?  Self contradictory and rabidly argumentative.  I can get that at DMV, I don't need it here.  And I don't think our community is so inept as apparently Carl does.  Folks have been modding CM games for 16 years.
  10. Downvote
    CarlWAW got a reaction from sburke in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  11. Downvote
    CarlWAW got a reaction from IanL in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  12. Upvote
    CarlWAW got a reaction from waclaw in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  13. Downvote
    CarlWAW got a reaction from Fizou in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  14. Upvote
    CarlWAW got a reaction from Holien in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  15. Downvote
    CarlWAW got a reaction from kohlenklau in More Bulge Info! (and a few screenshots...)   
    You seem to be quick with personal judgements. Where did I write about problems finding mods? Have you never read this or any other forum? Even PBEM is already too complicated for many customers. My point of view is taking the DAUs into account.




    And I thought I mentioned several facts?
     
    Is it beyond your imagination that someone can think outside the fanboy-box. Because the current system is good enough for you, doesn't make it any more accessible for the average customer.
     
    I raised several arguments why I think the current implementation sucks - btw which arguments did you reply to when you are talking about throwing the baby out with the water?
     
    For many customers even installing mods in a special folder is already too difficult.
    I also often cannot understand the reflexes on this forum: instead to think about the additional possibilities and optionalities, the mindset of fanbois is strictly binary.

    Transparency is one of the main design principles of user friendly software. If something is not transparent, it is rejected by customers.
    And searching for mods that fit to a scenario and installing them separately is such a case.
     
    But this doesn't make the problem go away: the average customer will never see your mods currently, although he has played scenarios from you.
     
    How many CM customers even have heard about mod-tags? How many of them can install mods? How many know, how the tag system works? 
    How could this system have been tried, if the game doesn't check if a subfolder exists?

    And Kohlenklau, if the current system was such a big success, how high is the percentage of scenarios with dedicated mods?
    I guess even 10% is way to high!
    Now lets take into account how many are downloading and installing the mods. You probably end up in the low single digit percentages... Great system?
  16. Downvote
    CarlWAW reacted to womble in Any modules coming?   
    No. They really shouldn't. Because that would be entirely counter to their ethos.
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