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Kazom

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Everything posted by Kazom

  1. Here is my wish list: 1. Ability to toggle on and off a map hex grid - so we can see the elevation levels better during the planning phase, but take them off during the movie play back. 2. Better looking graphics for infantry units 3. Better looking graphics for buildings, and other terrain features. (I would like to see more than just square block builidngs, I would like to see buildings with some doodad objects around them - yards, porches, wells, streetlights, etc just for the looks but no effect on gameplay) 4. 3D Doodads for burning flames, rubble and wheatfields (instead of 2D ones) 5. Ability to see los from any point on the map without having to move your unit their first 6. Ability to play back the entire game in one movie at the end. 7. Last I still havent made up my mind on this one 100 percednt: but maybe individual spotting instead of borg spotting.
  2. BTS can take pride in this review. Not because this review sheds new insight on the game, because it does not. Most people on this board know more about CM and can appreciate it's realism and it's historical accuracy more than CDMAGs reviewer can. But CDMAG folks is the gaming mainstream, and they rarely - rate a game 5 stars. CM folks received a 5 star ranking. If the mass market reviewers can give this game 5 stars without truly appreciating CMs depth and historical accuracy - well BTS, just let me tell ya - you not only have a great wargame game on your hands - but you got a classic game that will go down in gaming history as one of the greatest games of all time - along side Civilization ... because your game not only appeals to the hardcore wargamer - it also appeals to the mass market. Thank you guys, not just for making just a great wargame, but for reviving the wargaming market. For a while I thought realistic military simulations were dead. You guys proved them all wrong A salute to BTS is in order
  3. I have the exact same problem no night graphics or fog, but smoke, snow, rain, transparent buildings all work. My system is: Gateway Pent II MMX 400 MHz, 128MB Ram My video card is: STB (Velocity 4400) NVIDIA 16MB Op Sys: win 98
  4. I tried reinstalling 3 times already. I even tried reinstalling to CM's default directory in case the file path to one of the background images had been hard coded (although I seriously doubted that BTS's programming geniuses would have let that slip past them ) But I gave it a shot anyway. I have also retried the cm configuration several times. So far nothing has fixed the problem I think it might be my CD - although I am not 100% sure of that.
  5. I tried all video resolutions nothing has helped. I assume when you say set the background to high detail you mean SHIFT + H to change the horizon. I tried all the detailed levels for the horizon nothing has helped. I did not see any other references to background detail in the manual. NOTE: I did not have this problem with the beta demo either. I could see the background sky graphics then. Any other ideas?
  6. Hi all, I just got my new CM cd Everything looks great, but I have a problem. The background sky graphics are not displaying (no night sky, no dawn/dusk sky). All I get is just a white background sky (nothing). Any ideas? I have installed the latest DirectX drivers and my graphic card's latest display drivers as well. I also installed the latest cm patch v.101. Still no luck. My system is: Pent II MMX 400 MHz, 128MB Ram My video card is: STB (Velocity 4400) NVIDIA 16MB Any suggestions would be appreciated. Thanks Kazom
  7. I am a local too Sterling Va - Loudoun County
  8. Thanks SS Panzer Actually before I get a reply to what I said ... hehe I just checked ... you have to search my name ...Kazom ... and my remarks pop up about smoke in a thread from 9-16-99, I guess that means i've been actually following this board for closer to 9 months Thanks for the welcome though ... I feel I know many of you guys already actually Can't wait for CM. Kazom
  9. Add my 100 to the score. CM is now up to 94.5 I am a silent member of this message board for 6 months now. However, I did contribute to this game - do a search on the smoke graphics and you will find my input from many months back. I was glad to see some fruits from my efforts - even though I was told it couldn't be done back then. I was also glad to see that many players enjoy the new smoke graphics. Any company that listens to some input from little ol' me - even though it was on a small-scale level, deserves my support. Great job on this game by the way -- I fully support you guys! I pre-ordered this baby half a year ago Kazom
  10. It is a good post Bullethead and I shared your observations about mortars. Its also good to hear the issue is being addressed. The only comment I would like to make is that I heard in another post that boresight pre-plotted artillery firepoints were being added to the game. I think if you could set up pre-plotted ambush points before the senario begins and the mortar did not change targets during the senario then moving vehicles which crossed the ambush markers might indeed receive some nasty mortar fire. This seems to me the only way they could have a good chance of hitting a moving target - and I hope this is the plan for the final game.
  11. Hi I am enjoying this game very much. I searched through the threads but couldn't find an answer to this question. When checking LOS to a target sometimes the line is blue and sometimes the line is black (I know a partial red/black line means the LOS is blocked). But what is the difference between the blue and black line? It appears both have LOS to the target. I was wondering because I have had some problems getting my mortars to conduct area fire - and I can't figure out if its an issue of them being out of the command range, or if these different colored lines mean something, because the seem to be less responsive to my fire orders when the LOS line is black to the target.
  12. Remember if you issue a fast command to your units they will stick to your movement orders more than if you issue them a stealth or move order. They are more likely to stop and shoot at a target with the latter two orders. Also, regarding your units running through an enemy tank, remember to check that you have your units' scaling set to the realistic scale. You may have been playing with your units at an enlarged size for greater visibility - thus causing them to appear to be moving through the tank when actually they ran close by it.
  13. Good points really. It would be nice if BTS can raise the height of the wheatfields so they block LOS and provide more concealment. At least in summertime senarios before the harvest season. Of course the hull of tanks should still be penetrated if they are behind the fields.
  14. The destroyed tanks look fine. The problem is the smoke is too straight and vertical. There should be a little drift from the wind. In fact i think the smoke screen smoke looks more like burning wreck smoke to me than those vertical towers of smoke. I also thought the fire around the burning houses looked like a fence with a little chimney of smoke coming up in the middle. I think it could be better. Everything else impresses me very much about the game, and I do care more about the realism of the gameplay than the graphics, but the graphics are so nice too, I just think the smoke should look good too. I am also very impressed with the quick feedback you guys provide to questions. It shows you really care about the game. BTW I have already pre-ordered the game so it will not stop me from playing this game
  15. They look very nice indeed. I just wish you would touch up the graphics of the burning buildings and the wrecks - those need work. The burning wrecks look like smokestacks too me and really takes away from all the other nice artwork in the game. Just my two cents. But keep up the good work.
  16. My question concerns recon units like scout cars and such and their abilities. Every wargame I have played so far - they are useless except to draw fire on themselves and get killed. They never survive more than a few turns in a senario battle. Players always use them to drive down that forest road or across that field of fire knowing they are going to unselfishly take that first enemy shot to reveal enemy positions and bravely lose their lives so the rest of the column containing the more valuable assets such as tanks and troop carriers can traverse more safely. This seems a little unrealistic to me. I am sure recon units took very heavy losses, more than your average unit, but not 100% everytime you play a battle. How does CM model recon handle recon units? It seems to me that the problem in all other wargames is that an enemy unit remains hidden until it moves or fires. Thus the only way to flush them out is by drawing fire upon your less valuable units like scoutcars and such, and those non armored vehicles never stand a chance even at long range. I think it would be nice to somehow give those scouts a better chance to survive a battle and use their unique abilities. This means giving them a chance to spot out hidden enemy units that havent fired or moved if they watch a position for several turns, or making them harder to hit at long range due to their small size and fast speed. I would like to know what you guys think.
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