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hoolaman

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Everything posted by hoolaman

  1. The German opposition in St Mere Eglise were paratroopers which aren't included in the game. Also the town was taken when the Germans had gone back to bed form what I read, so the interesting part of the action would actually be a German counterattack against the paras defending the town.
  2. I don't think having multiple activated licenses on different computers is encouraged, but they are both at your home and there's nothing stopping you so go ahead (I have done it).
  3. The biggest issue with pathfinding is when a vehicle makes a decision to go around another vehicle or gets auto-pathed around some other obstacle. I'm not sure exactly what triggers this because generally they will follow your waypoint and pause if they hit another truck. But they will go around flavour objects like telephone poles and stuff. Just remember that those jaggy diagonal roads are not "straight" in game terms. If you cut the corner and hit a bocage base you trucks will move off your path and get into trouble. Good spacing and multiple waypoints should always get you where you are going, It does take some time to set up but persistance will allow you to plot orders that you can be confident will work over long distnaces. Then you only have to do it once! I'm of the opinion that the scenarios in the game shouldn't force you to march vehicles long distances through crappy labyrinths, but its unavoidable sometimes.
  4. If you see anything weird like that there is a possibility that you are seeing a bug, please save your game as early on as you can and PM me or another beta tester for an email address to send your save to. But as others have said, check if they have their hands up! They should be unarmed too.
  5. There is are a bit fewer missions than average I guess. The only thing I would like to have seen is a bit more time to do proper historical stuff and to cover more of the whole time period rather than doing a lot of bocage country stuff. If all the scenarios that were made during the alpha and beta period were able to be released there would have been masses of stuff, but sadly many were broken beyond all hope of saving as various changes came along. On the positive side of course, there are three full campaigns and each QB map is a bit of a scenario-lite in itself. I'm very sure during the development of the next module where the engine is more bedded down and the full range of forces in theatre become available that you'll have more content to play than you can possibly wish for.
  6. The new game has multiple modes of C2 communication and several special cases where units can be in range a higher HQ or in comms being in range of another unit with a radio. How do you propose to display all that in lines on the map? It is no longer a binary choice and besides they are really ugly.
  7. I did the CMBO tutorial scenario, the first CM I ever played, and "Combat!" in an early alpha build but both of these were long rendered broken by bug fixes and changes to the terrain types. I don't have the patience to repeat all that work again. There are actually surprisingly few CMBO scenarios that match the forces and the timeframe.
  8. Yes units should break their hide and fire at targets entering their cover arc. But they also have to be able to see, so if they have their face in the dirt behind a wall they may not spot the target.
  9. I don't know if its outbound spotting is much worse. It can certainly still see, and every man has his face in the dirt so LOS is traced from the lowest height (prone height) so they will physically not be able to see over many obstacles like low walls etc.
  10. Even better is to fire up a scenario in the editor and deploy troops into all sorts of situations with different face orders to see how they deploy. You can warp them instanly so it is a quick way to get a feel for it.
  11. Moon said that all attempts should be reset before the donwloads open. I suggest emailing sales@battlefront.com about it with your order number etc.
  12. Yes you are right but it is not just textures, the terrain mesh itself is simplified at a distance and the cursor also makes that snap to the highest detail level.
  13. This. Very confusing UI feedback, but it works.
  14. The initial coarse LOS check, the one that makes a binary Yes or No LOS result, is traced from an arbitrary fixed setpoint. Usually that corresponds to the top of tanks turret but can sometimes be a bit lower than the commander's hatch. It is traced from exactly where the LOS trace line comes from. Once this coarse check is granted there is apparently some fancy crewmember's eye thing going on but a problem with the first check makes the fancy bit kind of moot.
  15. I think you meant to post over here :http://www.battlefront.com/community/forumdisplay.php?f=32
  16. No the "action squares" in CMx1 (not that they were called that) were smaller, 1x1m IIRC. OTOH the fact the infantry were infinitely small points did make it a bit less realistic.
  17. Pour some engine oil into the processor bay and switch the voltage on the power supply, place your computer in the backyard for 24 hours and turn it on. If it does not run you now have hardware problems.
  18. I don't think any of the demo scenarios are intended to be hellishly difficult. This is mostly for new converts remember. Still it allows people to warm up to the new engine a bit.
  19. These demo missions are probably a bit too big to play comfortably on RT. RT also requires keeping the camera at a higher level to spot those ? contacts.
  20. You can jump up and down to HQs in a formation by clicking on the unit formation list on the extreme left of the UI. Also HQs have the little flag tabs which list all their subordinate units, you can click on them too.
  21. Yes but his question was about wego, where a target order will continue to fire until either ammo is gone, the turn ends (and you remember to cancel), or it is superceded by another target type order.
  22. This problem was reported in CMSF and there is a reported solution: linky You might also try playing at a lower resolution. Not ideal if that is your monitor's native res but might get you going.
  23. You will never be able to get away from the god effect without an AI that plays the game for you while you play the batallion CO and sit in a tent and get garbled status reports. This would make the game a "command" game which is not the intention. Relative spotting prevents you from firing directly on an unspotted unit, and also allows you to "roleplay" a little bit. Set yourself a rule to not area fire with a unit unless a ? is achieved, or whatever. Or don't divert from your original plan unless more intel is received etc. The relative spotting does prevent the TacAI from responding to a threat it hasn't spotted with its own "eyes". As JonS said the view when you have no units selected is the "global" view, which shows any fully spotted units and all ? icons.
  24. Exactly, the old way you could have completely surrounded units vapourising into the ether, when really they should be streaming out with their hands up, with all the problems taking prisoners entails.
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