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Everything posted by Xorg_Xalargsky
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battlefront, a plea from the heart to release Fire and Rubble early my brother, Jayden, has a serious lung condition that would make COVID-19 nothing but a death sentence to him however, he is too much of a ladies' man to stay inside as he should, no, he goes to clubs and bars every night, mingling and engaging in the very opposite of social distancing the only thing that could keep him inside would be the prompt release of Fire and Rubble as his obsession for the fairer sex is only surpassed by that of the late-war Eastern Front of WW2 battlefront, please, you are my and my mother's only hope
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While I'm not an expert on the lore of the Shock Force timeline, I believe the nations from the NATO module sent small contingents comprised of their best troops. Also, I just checked and the different BLUFOR armies/branches have different soft factors. However, it's not by a large margin, unlike in the WW2 games or on the OPFOR side. Furthermore, one must keep in mind that soft factors are supposed to be seen as more relative than absolute since we don't have access to the underlying data behind "Veteran experience" or "+2 leadership" by design.
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Oleksandr's Modding Space for CMSF2
Xorg_Xalargsky replied to Oleksandr's topic in CM Shock Force 2 Maps and Mods
The Germans are a very orderly people, they like uniformity and neat categories. That's why the units in this screenshot are part of a regiment entirely composed of kebab shop workers. -
Yeah, spotting can get dodgy with vehicles and thick foliage, especially at close ranges where you'd think it would be a piece of cake.
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Judging from the scenarios I've played from him, it's gonna be something good.
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The Year Ahead Bone Post
Xorg_Xalargsky replied to Battlefront.com's topic in Combat Mission Red Thunder
I haven't forgotten you. We haven't. You'll be in our hearts, always. -
How many times can we reload the game
Xorg_Xalargsky replied to Falaise's topic in CM2 General Tech Support
Try updating your drivers then. "If it ain't broke, don't fix it", but I think it might be broke in that case. -
How many times can we reload the game
Xorg_Xalargsky replied to Falaise's topic in CM2 General Tech Support
As for the number of activations, I've read 2, I've read 4. Keep in mind you can always ask for more using the help desk (I know that you can, but I don't know if restrictions apply or if one can only do that a given number of times). That being said, as far as I'm aware, activations are spent to license a CM product on a given computer/parts-configuration, not on a per-install basis. And as for your crashes, have you been fiddling with different mods and/or game versions? -
Trenches, and protection
Xorg_Xalargsky replied to Armorgunner's topic in Combat Mission - General Discussion
It's possible to design a map so that trenches are sunk appropriately. I assume that makes them far more defensible, albeit with the disadvantage of revealing their position through the depression in the ground. -
Aircraft Loadout Wish Thread
Xorg_Xalargsky replied to Majestic12's topic in Combat Mission - General Discussion
The game manual should detail what weapons and ammunition you get for each configuration of air support units. -
Ooh, if we're proposing new CM games, here's my pitch. Combat Mission - Tropic Thunder Never go full Yankee
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The Year Ahead Bone Post
Xorg_Xalargsky replied to Battlefront.com's topic in Combat Mission Red Thunder
I've heard the russian economy isn't doing so well nowadays. I've got some savings, maybe we can start a CMA Remake Project trust fund? -
You could always unpack the game's BRZ data packs with the mod tools in your CMBS folder to check directly. Mod tags are nothing more special than a prefix (in brackets) to a filename.
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The Year Ahead Bone Post
Xorg_Xalargsky replied to Battlefront.com's topic in Combat Mission Red Thunder
Pretty excited -
That's certainly one aspect GT has over CM2.
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AT guns are really not that bad in CM2. That being said, I think there are three major problems in the way they are modeled, two of which are stats' based. 1 - setup/packing speed : it is simply is too slow, especially for lighter pieces 2 - movement speed : in the case of the lighter pieces, it is simply much too slow, especially on good ground like roads 3 - lack of flexibility : a change in this area would require much more work than a simple stat' change, but the lack of an ability to man and leave the guns in a non-routed state (I understand why being routed requires the gun to be spiked) is extremely limiting , especially in terms of enhancing survivability under light artillery fire (ie. moving the crew a few meters back in a trench to wait out a small mortar barrage)
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I find the best way to use them is to destroy or bombard nests of resistance from as far as possible. You really don't want them facing against something that can fire back, even lying in ambush against tanks, it would be best for them to get out of sight as soon as possible after the first shot or two. They are a force multiplier for your panzergrenadiers, not a force unto themselves.
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Bunkers are Equivalent to Coffins
Xorg_Xalargsky replied to CanuckGamer's topic in Combat Mission Fortress Italy
It all depends on the placement and what other assets you have at your disposal. A lone bunker on a hill against a Sherman '105? Not a major obstacle. A bunker in a keyhole position also covered by an AT gun and flanked by other obstacles and infantry? That's going to be require some major work on the part of the attacker; it won't stop him in his tracks, but it'll make him waste men, shells, vehicles, and time. -
Bunkers are Equivalent to Coffins
Xorg_Xalargsky replied to CanuckGamer's topic in Combat Mission Fortress Italy
You should not see bunkers as a unit that gets a lot of kills or that can withstand anything, you should see them as an obstacle that forces the enemy to use a disproportionate of firepower or a lot of time to counter; and as with any obstacle, placement is everything. -
Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
Well, the latest post might be a revision of the earlier statement. After all, let us remember that 2 instances of "very" signify we ought to keep the refresh button close by. -
Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
Pretty sure you'll need to download the module once it's out. The "Processed" status means your order has been treated, but not "shipped" yet. It will be set to "Completed" once the module is released. In the details page of your order, you'll find the activation key and a download link. -
Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
Oh boy -
A groundhog day type scenario lets you revisit your past actions and correct your mistakes. Do not see the wait for the module purely as a trial of faith or even torture. See it as an opportunity.
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Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
Just in time for my new rubberized F5 keycap to arrive from Amazon. No doubt it will see a lot of use next week.