![](http://content.invisioncic.com/r254563/set_resources_1/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
Dschugaschwili
-
Posts
792 -
Joined
-
Last visited
Never
Posts posted by Dschugaschwili
-
-
If it worked before, did you change anything on your system before it stopped working?
Installed new drivers? You may want to try going back to the previous ones.
Moved your PC around? Check if all PCI/AGP cards are inserted firmly in their slots. Also check your heat sinks/fans. Are they working correctly?
Do you have similar problems with other programs? Perhaps a piece of hardware has gone bad.
Also try monitoring the temperature of your CPU and graphics card. Are they running too hot?
Sorry for the vague answer, but I can't extract any precise reason from your description.
Dschugaschwili
-
This makes perfect sense to me. Having all the game data in the executable makes having different versions of CM in the same install possible. Some time ago there were a few problems with PBEM games when a new version of CM was installed. The way the game is done I could just rename the old executable before moving the new one in. That way I could continue ongoing games with the old version.Originally posted by John D Salt:This makes no sense to me at all.
[...]
All the best,
John.
I have every single version of CM since 1.02 in my CM folder, so I can re-view every PBEM battle I have ever played. And all this with only one install.
Dschugaschwili
-
If this observation is correct, there's still a way of testing this: Place one or more shooters and targets on the map, plus the HQ(s) you want to test. Now change the setup for the different tests: place the HQs to command all the shooters or place them in a remote corner of the map so they don't reach any of them. That way you have the same shooters in all tests, cancelling any possible variations within one unit category.Originally posted by redwolf:Before the discussion gets more heated, let me say I posted before my first coffee, I didn't meant to be rude.
I will run some tests today or Thursday evening.
There is a dirty trick in CMBO which makes testing like this hard. People may think I got nuts altogether, but I am pretty sure that individual vehicles in one battle are preset with some random modifiers of how good they shoot, and they keep on doing this for the whole battle. I observed that quite carefully and am convinced that this is the case or else that I have an overdose of CMBO testing. It applies to some TacAI aspects as well, like the tendency of tanks to open main-gun fire on infantry on their own behalf.
So, this means if you compare 2 guns, one with and one without bonus, then this fixed "individual" factor will play in and you observe differences that are not caused by the the HQ.
Dschugaschwili
-
Am I the only one here who has read the readme file before starting the game? :confused:
I had no problems getting into the game at all.
Dschugaschwili
-
You're kidding. Wow. Is it the movment of the vehicles that causes this?[/QB]</font>Originally posted by Toran:</font><blockquote>quote:</font><hr />...guns hitting moving vehicles through a hill...
Dschugaschwili
-
Walls cannot be hit by anything in CM.Originally posted by Chad Harrison:Usually because a round will hit *behind* the wall if I am not mistaken.
Chad
That's one of the strange effects that happen in CM because a round will never hit anything in flight. This is the same problem as tanks not giving cover to infantry, guns hitting moving vehicles through a hill and friendly tanks being able to shoot through each other.
Dschugaschwili
-
Cheating during setup: Currently there are a few problems with PBEM games. One of them is the fact that the second player can't see the parameters the first player used to create the game. Another one is that the terrain generation and the computer force purchase are done before player two enters his password.
Less e-mails per turn: A secure system requiring only two e-mails per turn was proposed a couple of times. However, implementing it would require lots of time, so it probably won't be in CMBB.
Dschugaschwili
-
As far as I know, there has never been a definitive answer to either question, but judging from what I've read on the forum during the last few months, I'd say that the security problems have been fixed, but the PBEM mode still has three e-mails per turn.
Dschugaschwili
-
No, tanks cannot push guns. Overrun, yes, but not push. By the way, putting AT guns far back into woods isn't a clever idea anyway, because the worse your LOS gets, the lower your hit chance becomes. On the other hand, If you're fired upon, it's usually done with HE, and has an effect even for near misses. So your gun will usually have a better chance of winning a duel against a tank if it's right at the edge of the woods.
Dschugaschwili
-
It's another thing to code, and not done in CM.Originally posted by Olle Petersson:</font><blockquote>quote:</font><hr />Originally posted by Sarge Saunders:
I think he means turning in place. As in: not moving.
Turning on the move is an entirely different thing to code. If I understand you correctly.
All turning in CM is pivoting and all movement is straight. Moving down a winding road means; go straight, stop, pivot, go straight, stop, pivot, ...
That's why slowing down the rotating speed of vehicles that in real life can't pivot will hamper their regular movement speed.
If there were a different way to handle turning on the move, then the suggested change in turn speed would be relevant.
Cheers
Olle</font>
-
I don't think that's the way it works in CM. What wasn't mentioned in this thread yet is the fact that an auto-surrender occurs only if the global moral falls below 15% and the other side's global moral is at least 4 times as high. So if the opponent's global moral is at 33%, your troops won't auto-surrender until your global moral drops down to 8% or lower.Originally posted by tero:Originally posted by Scipio:
The global moral is always displayed, and if it falls below 15% (maybe this number was changed in later patches), it will cause an auto-surrender. And that's the whole idea, start with a global moral below 100%, and it is more likely that you fall below 15% during the battle = auto-surrender.
One curious thing is that even a single tank (even if it immobilized) will ward off an auto surrender even if the global morale is 10. It will not ward off auto cease fire though.
Dschugaschwili
-
Slowing down the hull rotation for vehicles that can't turn in place and possibly raising the rotation speed for vehicles that can turn in place would be a much easier solution.Originally posted by CMplayer:If vehicles that couldn't rotate in place were to be modelled that way in CM, then the engine would have to get a LOT better at plotting movement around obstacles. Rotating allows the rather chintzy move-plot algorithm to usually get itself out of trouble.
Dschugaschwili
-
As I said before in this thread, to me the main problem seems to be the overtime at the end of the turns. This would obviously "pause" the movie every minute until all projectiles have disappeared, making the movie not really movie-like. And getting rid of this limitation would require lots of coding.Originally posted by YankeeDog:My apologies if this has been suggested before, but would it be possible to just 'stitch' the movie files together? IOW, create a feature that would allow you to merge all of the movie files into one larger file (no more HD space than just saving all of the movie files one by one).
You'd still have to click on the 'Done' button at the end of each turn to load the movie file for the next turn, but at least you wouldn't have to shell out back to the intro screen and load the next file.
Anyway, just a suggestion. I have only a very general knowledge of how stuff like this is coded, but my guess is that this would require substanitally less recoding to implement than true full movie playback.
Cheers,
YD
Dschugaschwili
-
Try getting rid of high res mods if you have installed any. Those will most likely overload your graphic memory, slowing everything down considerably.
Dschugaschwili
-
Ok, I'll bite.Originally posted by JMcGuire:</font><blockquote>quote:</font><hr />Originally posted by Andreas:
That is not how it works.
How does it work?</font>
-
I don't know about that one, although I doubt it.
You can, however, use a custom designed map for a QB, so you can have a look at it before the game even starts.
Dschugaschwili
-
This whole "I won't accept a version of CMBB that is altered in any way" discussion is getting out of control now. Come on, we're talking about one bitmap and two strings that will be changed in order to be able to sell the game in Germany without having to worry about legal issues (and as far as I understand, the German market is quite large).
As for those laws restricting the use of Nazi symbols in Germany, you may not like them, you may not think they are adequate for what they're designed for, but at least we're trying to do something to prevent something like the Third Reich from ever happening again.
Dschugaschwili
-
Another question:
Will the US and the CDV version have the same or different EULAs?
Specifically I remember that the original CMBO manual allows making one copy of the CD for backup purposes. Now with all the talk about copy protection I wonder if this was changed for the CDV version of CMBO. Can somebody comment on that?
Dschugaschwili
-
Duron 700, 512MB RAM, GeForce2 GTS 32MB. That's all I need for any game on my hard disk.
Dschugaschwili
-
Sorry, but you couldn't be more wrong. All reviews/comparisons of Geforce 2 and 3 cards have the Geforce 3 well out-performing the Geforce 2 cards. Check out the results of these Elsa cards: Elsa Geforce ComparisonOriginally posted by Pak40:</font><blockquote>quote:</font><hr />Originally posted by redwolf:
The Geforce 3 is a re-labeled Geforce 2 re-engineered for cheaper manufracturing. As of now in the Best Buy near me, there is no Geforce 3 offering which has a better price/performance ratio than a Geforce 2 model, because the 2's prices have been dropped although they were more expensive to produce.
Also, besides just plain better performance, the Geforce 3 cards have the nFiniteFX technology which allows allows programers to create an infinite number of custom effects. In other words, some really cool 3D ****. Read here for more on the nFiniteFX Engine.
</font>
-
This must have been a Hotchkiss. It only has a 2-man crew, so the tank effectively becomes unusable with one crew casualty. So the remaining crew member abandons the tank.
Dschugaschwili
-
I don't own the German version, but I'll still try to answer:
On the first Quick Battle screen there should be a drop down box (I think it's the lowest one in the upper part) with selections like "Computer kauft" and "Selbst kaufen" (roughly translated from the English version). Select the non-default option and you should be fine.
Dschugaschwili
-
Fuzzy logic is used for the AI in CM (both the TacAI and the computer opponent). It basically means that the programmer tells the computer to not only see black or white (which would be normal for a computer), but see shades of gray. For example, a unit's internal "threat state" would be either "I'm safe" or "I'm in danger" without fuzzy logic, but with fuzzy logic it could be everything between "Nice time for a picnic" and "I'm doomed". This obviously models the human way of thinking much better, and it's used because of that.
Dschugaschwili
-
Moon:
I know this can happen, although I don't remember seeing anything like this, probably because I haven't played all that many night battles.
It didn't seem to matter here though.
Cpl. carrot & flamingknives:
How close was your squad to the enemy? I have taken casualties while moving close to/past pinned enemy squads, crews, even AT teams, but only at hand-to-hand range (under 10m).
Perhaps some testing would be required to reveal what's really going on there.
Dschugaschwili
Dust Cloud's Kicked up by fast moveing tanks..
in Combat Mission Archive #4 (2002)
Posted
You will probably have to wait for the engine rewrite.
Dschugaschwili