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Posts posted by MarkEzra
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I just checked Big City Blues and saw this too.Originally posted by Martyr:</font><blockquote>quote:</font><hr />Originally posted by bodkin:
I just played Big City Blues by Mark Ezra I believe he made it for 1.06 but I'm not sure. Anyway many of the red troops are scattered throughout the map rather than being in the location where I saw them in the editor.
I haven't used the editor much. Do units always start in the same location, regardless of what plan is chosen? If so, then there is a definitely a mismatch between where I saw units in the editor and where they were located when I reviewed the map. (I ceasefired after three seconds, so they didn't have time to go anywhere.) </font>
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Your looking good. V 106 unleashes MOUTOriginally posted by bardosy:I just finished and tested the 9th mission yesterday. So I'll start design the last one soon.
But every feedback/betatest are welcomed about the earlier (1-9) missions too...
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Good idea... But as you can read: many comments re-garding the fresh take on earlier battles are positive.Originally posted by the Fighting Seabee:Thanks. I need to do some revisions to a special forces scenario I just created in 1.05. I think it will actually make this scenario much better!
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Fire up any number of scenarios. 'Rescue on the Outskirts', for example. Place a Syrian squad on the roof of a bldg, adjoining another identical bldg. Plot a movement from one roof to the other. The squad will exit their current bldg, and climb the stairs of the contiguous one rather than step over the tiny, shin-high wall separating them. Renders urban combat rather farcical, methinks. </font>Originally posted by Childress:</font><blockquote>quote:</font><hr /> Originally posted by Other Means: I've never actually seen that yet. Maybe I'm playing the wrong battles, but everything seems to go nicely for me.
Have a play around and see if you can repeat it, and how.
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106 Changes made in the density of trees for los/lof without apparent performance hit allowed me to use more 3 tree graphics got rid of the mud and improved Blue Infantry from Regular to typical in Chance Encounter. In Riesberg I was able to add more Tall pine trees and 3 trees tiles. In last defense I took out the ATGM which didn't have any impact on the V105 game but works like a charm in 106 and alters the game balance and original CMBO flavor a lot...
You need not change to the V106 versions. The earlier versions do play on 106 but you may be less happy with balance.
When you get into playing V106 I think you will note a significant difference in many aspects of the game. That was the reason for my "tuning" of the earlier scens.
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While a great deal of work was done on the interior door and movement orders, I don't believe the roof top jump was addressed with this patch...I'm making a note of this for my 107 wish list. It may be more difficult to do without creating a situation where troops can be ordered (inadvertently) to jump off roofs.Originally posted by Childress:I see that the crossing contiguous buildings bug is still festering:
//www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=52;t=003468;p=1#000000
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You're welcome...enjoy v1.06
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tick, tick, tick
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Ripped from today's headlines!
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New Scen : Big City Blues
Revised Scen for V 1.06: Chance Encounter, Riesberg, Last Defense
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AP reports Steve arrested!!
Apparently Steve along with an accomplice only identified as "this Big, bald, mad MutherFxxxker", by witnesses, broke into the Giants Locker room firing Malt liquor cans from a slingshot made with Patriot jockstraps. Their Arraignment will be this afternoon.
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As pointed out above The Reinforcement actions work fine. Your point about setting time approx/specific for AI Arty is very good and I bet a Beta tester or two would agree.
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The question isn't when herrings are red but why....Originally posted by Meach:Is this another red herring?
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Well said Sarge...There is but one Constant...boots on the ground.Originally posted by SgtMuhammed:It's the old cycle. Attack defeats defense which improves to defeat attack. Most change is evolutionary.
Will tanks, as we know them today become obsolete? Sure they will.
Will militaries always need units that can hit hard, manuever, and take punishment? Of course they will. Right now those units are tanks, in the future they may be Heinlein's Mobile Infantry.
Things change and adapt.
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An excellent and pro-acvtive response to the whims of developers everywhere.Originally posted by markl:One more last comment from me on this topic for the time being.
I would suggest if possible to try one of the new mice like the Logitech G5. It has three movement speeds adjustable without the driver. Giving you either fast or slow movement at the press of a button.
This makes the moving around the CMSF screen a very nice experience that is not as good with a standard mouse.
Like wise my second recent purchase was a Logitech G15 programable keyboard with 18 seperate programable keys.
It is my intention to try and use these to standardise the key across multiple games I like to play.
While the key board is still very important I think it's future as the main controller will diminish.
Anyway just my take on the issue.
Cheers MarkL
My take on the UI:
The sides of the control panel should not respond to mouse control, thus moving my carefully set view of the carnage to come. If not plausible move the red button towards the center a bit so I don't hit the side and scroll off into the desert.
But PLEASE: No automatic pop up screen when I pause my mouse over ANYTHING...The single most irritating gaming convention ever
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Hi Chelco: You've gotten some good answers from guys who know. One thing that helped me was putting Scen I enjoyed in the editor and looked them over. How did the designer use his group selections. What AI settings, pauses. speed and deployment size was used. I really hope you'll continue to work with the editor New scen designers are ALWAYS welcome.
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I believe you are holding out the UnCom Kitty...Why? Is it Top Secret
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Fantastic Job, Max!!!...LMAO
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I am very excited about this...!
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Lovely work.
I've got the same white fender glitch you do. I was told it might be due to my graphic card Nvidia 7300GS. What is your graphics card?
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I had that happen in a PBEM once...thought it was a bug.
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Damned fine work...We've got a lot of talented people on this forum!
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I've been looking for something like this...thanks for the post!
Hotfix for 1.06 campaign issues or do we wait for 1.07?
in Combat Mission Shock Force 1
Posted
My personal experience with the Scen is: They all play as designed. Many designers add multiple plans. I certainly do. And with in each plan a crafty designer can add multiple choices for the AI to make at setup so a player can Never be sure he's got plan 3 or 1, or 5. That means Just because I "know" plan one always has guys in bldg A it does not follow (always) that I can count on the mine field, MG nest, arty fires, hidden sniper, ATGM, tank to be in those woods on the left. It is the sublime beauty of the AI editor of CMx2 that allows a scenario to be re-played without certainty