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Everything posted by Xorg_Xalargsky
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Game feature I miss
Xorg_Xalargsky replied to Placebo's topic in Combat Mission - General Discussion
What do you mean? The editor already has a Headcount setting that allows you to reduce the strength of a unit. -
Oleksandr's Modding Space for CMFI.
Xorg_Xalargsky replied to Oleksandr's topic in CM Fortress Italy Maps and Mods
Maybe they should have left the wood to dry a bit longer in the yard before having it milled into rifles, looks like it's still a bit "green" wink- 68 replies
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Rome to Victory Release Date
Xorg_Xalargsky replied to Aquatica's topic in Combat Mission Fortress Italy
A man can hope... A man can dream... -
Custom 3D Models and Mods Compilation
Xorg_Xalargsky replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
As far as I know, no flavor object has any influence on the game map, that is to say, to the units and their projectiles, they are invisible and ethereal. Seems like I was wrong. There's definitely more to it than ghostly crates, cows, and carts. -
Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
I don't know about anyone else, but I'm stuck in a time loop : a personal hell of my own where I wait for the new Fortress Italy module while life just keeps going on around me, but I'm too paralyzed by anticipation to take part in it. -
Sipping morning coffee Aren't we all having a normal one over here?
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I would shell out some top dollar for irregulars, or partisans, or "third-rate" type troops, in any game!
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Rome to Victory Pre-orders are now open
Xorg_Xalargsky replied to BFCElvis's topic in Combat Mission Fortress Italy
Pray with me brothers, for the prompt release of the module. -
I'm fairly certain the devs said there wouldn't be any additional content for Shock Force 2. However, provided certain ghoulish characters get what they want and war errupts between Iran and the US, maybe we'll see a Combat Mission title (complete with CM3 engine hopefully) 20 years down the line featuring all the favorites from the conflict zone - which no doubt means the IDF would be included.
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Victory Conditions
Xorg_Xalargsky replied to LiveNoMore's topic in Combat Mission - General Discussion
As far as I know, what you ask is not possible to achieve directly. -
@RockinHarry I know it's possible to approximate some of what I described, but I think that to model appropriate and logical behaviors, those actions would need distinct commands. The time-based shoot and scoot method is not reliable. When the time reaches 0, the team will evade (which is no good and potentially dangerous if your target did not cross the target arc in time). In a similar fashion, they can shoot an infinite number of times during that time window, but you could want for them to evade as soon as the first shot is fired (the most evident case would be for a team equipped with disposable AT launchers). About grenades, the problem is that it's often not possible to find a spot where your target is liable to be engaged in the currently available manner. A separate command would give you the expected result every time as long as you're in range.
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I'll say it again like I do every time I have the chance. Combat Mission as it is right now could massively benefit from 3 commands. Shoot and Scoot : Cover arc order that lets you select an arc and a number of shots (much like Target Briefly) and then executes a Fallback Point order (see below). This would increase the surivability and unpredictability of fragile high-impact weapon teams. Fallback Point : Movement waypoint that is only executed when the TAC-AI decides the unit should retreat. Essentially, this lets you decide where a unit retreats when it breaks or decides to scamper, solving one of the biggest problems players have with the TAC-AI. With vehicles, the movement would be in reverse. Target Grenade : Attack order that uses grenades and demolition charges only. It would increase the usefulness of grenades especially in urban settings. You can do something similar in the games as they are, provided the terrain is right (target in the same Action Square, but beyond an obstacle), but such a thing is quite rare.
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Improvement suggestions
Xorg_Xalargsky replied to Kaunitz's topic in Combat Mission Final Blitzkrieg
You have to consider that a tank in a forest has a line of sight emerging from all the various vision devices on the vehicle. An enemy in the field can see it from any part exposed to its LOS. -
Improvement suggestions
Xorg_Xalargsky replied to Kaunitz's topic in Combat Mission Final Blitzkrieg
That's a fine list of suggestions, but some of them are outsized in scope compared to others. For example "random map generation" would take extreme amounts of difficult programming time in order for the algorithm to generate anything more than a barren grassland with random specks of trees and other ground types. The complexity is magnified when you have to consider that each game offers multiple types of geographies. -
CMRT Russian AT Rifle Teams - Small Flaw Report
Xorg_Xalargsky replied to Shorker's topic in Combat Mission Red Thunder
Maybe the AT rifle is handled as a small arm (and a rather poor one at that for self-defense), albeit one that attacks vehicles (the the .50cal), as opposed to a special weapon. -
Interview of a Waffen SS Soldier
Xorg_Xalargsky replied to sonar's topic in Combat Mission - General Discussion
I know a knightly man who'd say otherwise, surely with an imperative tone. Some kind of equine footwear is also involved... somehow? -
Canadian Infantry CMSF2 - No pouches for AR/GL
Xorg_Xalargsky replied to newplayer's topic in Combat Mission Shock Force 2
The Syrians also have load-bearing gear issues. For example, some RPG gunners have no mag pouches, there are no GLammo pouches (despite them being in the game files it seems), and some regular army motorized/mechanized units appear to have two overlaid sets of pouches : one camouflaged, one olive. -
Interview of a Waffen SS Soldier
Xorg_Xalargsky replied to sonar's topic in Combat Mission - General Discussion
@KaunitzWhat do you mean? It's perfectly normal and usual to join the paramilitary force loyal to the far-right authoritarian party in power who is responsible for destroying the democratic institutions of the state and liquidating its enemies as well as those it considers undesirables. -
PBEM game without any cheating
Xorg_Xalargsky replied to Anxel Torrente's topic in Combat Mission - General Discussion
As far as I'm aware, there is no way to "properly" cheat in CM2 games. The series is far too niche to attract any profesionnal "hack makers". The only way to cheat is to act in an ungentlemanly manner : disregarding home rules, viewing the objectives and OOB of the other side in a pre-made scenario, abusing cheap tricks (map edges for example), abusing certain units that may be unbalanced because of their points/power ratio or the lack of good counters in certain factions/time periods (legions of King Tigers spring to mind...). Fortunately, the CM community is extremely mature as far as game communities go, so that shouldn't be a problem. -
"[...] Combat Mission Afrika Korps is the third and final game in the Combat Mission series [...]"
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CMFI Rome to Victory Bones
Xorg_Xalargsky replied to Battlefront.com's topic in Combat Mission Fortress Italy
The important part is that the blessed module is coming -
Combat Mission AAR: MSR Titan
Xorg_Xalargsky replied to IICptMillerII's topic in Combat Mission Shock Force 2
Second theory : all the radios were sold to locals and the tankers had to communicate with hand-signals.