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Everything posted by Xorg_Xalargsky
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AFV Show & Tell
Xorg_Xalargsky replied to DerKommissar's topic in Combat Mission - General Discussion
There certainly is some measure of "soft balancing" put in there. As for the crops blocking LOS, I think it only really becomes problematic in a design sense when it results from the map lacking any micro-terrain (such as tiny dips or crests or hills). -
New Scenario: Tactical Operations Center
Xorg_Xalargsky replied to MOS:96B2P's topic in CM Black Sea Maps and Mods
I gotta say, this is extremely impressive! -
As far as I'm aware, due to gameplay and performance reasons, the LOS-obstructing qualities of foliage, plants, and crops does not correspond exactly to their in-game appearance. On the top of my head, I know that wheat, for example, is treated as higher than what is shown (so you can see your own troops!) while tree leaves offer much less coverage than what you might assume.
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2 Years, 1 month, and 10 days, since Rome module
Xorg_Xalargsky replied to Mord's topic in Combat Mission Fortress Italy
Can't wait for it! I got that money burning a hole through my bank account.- 83 replies
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- whats going on?
- where is it?
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What happened to ChrisND?
Xorg_Xalargsky replied to Ridaz's topic in Combat Mission - General Discussion
Indeed a shame. While the future title previews were nice, he was also a very good Combat Mission video-maker. -
Does the studio that made it even exist nowadays?
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Annual Tossin' of Bones
Xorg_Xalargsky replied to Chops's topic in Combat Mission - General Discussion
Oh, sorry, didn't see you here. Don't mind me, I'm on Bone Watch duty. -
New features curiosity
Xorg_Xalargsky replied to silent_crescendo's topic in Combat Mission - General Discussion
Another one of those threads! Oh well, never hurts to dream. In order of feasibility... 1 - A pre-selected retreat path command (you could set a waypoint outside the normal waypoint chain that overrides the TAC-AI's chosen retreat position) 2 - A Shoot n' Scoot command (the most important use-case would be a bazooka team being able to retreat to a pre-selected position immediately after firing a shot) 3 - More fortification objects, perhaps in a pack (H-barriers, H-barrier bunkers, guard towers for modern games; large concrete bunkers, deep trenches, shallow trenches/breastworks, concealed foxholes, combined tank-trap/barbed wire for all games) 4 - The ability to save the state of maps for later use (in a campaign, or as the map of a different scenario) 5 - A game-mode similar to Close Combat's Operations Goes without saying that I'd be more than willing to fork over some good money for those! -
Wait, really? That would be simply fantastic.
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He's certainly one of the best Combat Mission youtubers out there.
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Usually Hapless has been known to splice in image overlays and custom footage from other games into his AAR videos.
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What Computer Games Get "Wrong" about War
Xorg_Xalargsky replied to Hister's topic in Combat Mission - General Discussion
Anything from Josey Wales or Usually Hapless! -
Good news for Italy lovers!
Xorg_Xalargsky replied to Chainsaw's topic in Combat Mission Fortress Italy
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Good news for Italy lovers!
Xorg_Xalargsky replied to Chainsaw's topic in Combat Mission Fortress Italy
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Good news for Italy lovers!
Xorg_Xalargsky replied to Chainsaw's topic in Combat Mission Fortress Italy
It was delayed from its estimated release date. According to the latest dev comments, very early 2018 is to be expected for now. -
I think you are mistaken. Perhaps you were thinking about older Combat Mission titles when you made your purchase? Fortress Italy offers you Americans, Italians, the German Heer, and the Luftwaffe ground forces out of the box. The Gustav Line module adds various Commonwealth nations (along with additional formations for other factions). You also have to keep in mind that a scenario's date might affect the availability of factions. For example, if a Quick Battle is set after September '43, you won't be able to use Italians.
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Stupid units names removal
Xorg_Xalargsky replied to Bolldar's topic in Combat Mission Final Blitzkrieg
While a mod is likely the culprit, I've had a similar issue happen when I was testing the demos for the various CM2 games. I had extracted all the downloaded .zip files to the same folder before running the installers. I believe the issue comes from a .brz file containing an inappropriate strings.txt being present in the game's data directory. -
Wow, very picturesque! Is that an existing scenario or did you make a small map for photographic purposes?
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No CM2 games have molotov cocktails. On one hand, fire mechanics are not really simulated, and they weren't really used in the games' settings (as far as I'm aware) though that may change with the next Red Thunder module which is set to bring "rag tag" German infantry formations.