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TeAcH

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Everything posted by TeAcH

  1. It seems that if you CTRL and click on a unit or TAB on a unit (which locks you to that unit as we all know), you cannot CTRL+click on the map to jump to that location unless you move the map first. Not a game breaking issue, but Id like to see the ability to CTRL click to a patch of ground after locking to a unit for a moment. And another very small request. In the unit selection phase, Id like to be able to double click to remove a purchased/selected unit rather than having to click DELETE. Thanks! Now, back to the game! TeAcH
  2. Another good point KH! Id like to see a variable ROF added to the game to allow them to go all out when proper -and- the effects of MG on morale slightly heightened. My 2 cents TeAcH [This message has been edited by TeAcH (edited 07-09-2000).]
  3. Formerly Babra: I agree with you on this one. I think the issue of AFV spotting infantry under all sorts of conditions (buttoned, night, hiding, ambushing) needs another looking at. I could go on and on citing cases similar to the one you mentioned but I won't. TeAcH
  4. Well, I have waded through each and every post and I think I have gone cross-eyed. I was drawn to this topic because the question of MG effectiveness, or lack thereof, has come up in my mind quite a few times during my CM games. First off, Talenn, I totally get your point and I agree wholeheartedly with you. HMGs in CM, IMO, have no real interdiction/area deniability capabilities whatsoever. I agree with the solution that the game needs to add variable ROF for HMGs for reasons, which, IMO, you have so eloquently and articulately explained. ASL Veteran made some great points in support of this issue too. One thing more. I know some of these discussions can make one feel a little frustrated, but I am so glad you were persistent for CM's sake. Your comments will help to make it even better if your point is taken and tweaks such as variable ROF among others are made to the HMGs. I also like the firelane idea. Thanks for hanging in there and for being able to concisely make this argument. I support it. On another note, I was also wondering if there is any in-game morale check made by troops (mostly green and conscripts) who witness (hence who are in line of sight of) and are charging with another unit that suffers high casualties from HMG fire. I'd like to see that considered. That might help this situation too. If a green squad is charging alongside another squad who is suddenly the recipient of helacious casualty-causing MG fire, wouldn't there be a chance they would break and run away or stick their heads in the dirt? just a thought. Thanks TeAcH
  5. Some of us saw this person as a troll way back when he/she/it made his/her/its first appearance here. Gay*lover, san francisco, interior decorator. HAHAHA!
  6. Most of this is caused by weak Win2k video card drivers. In my case, I have a Viper2 (hunkojunk) and the win2k driver sucks. The win98 driver sucks too but makes the game look as it should. TeAcH [This message has been edited by TeAcH (edited 07-08-2000).]
  7. Thanks Fionn for clearing that up. You shouldn't be so darned specific next time though. =) TeAcH
  8. Nice bug find and well said! I agree with the optics benefit for the Germans, or lack thereof. TeAcH
  9. Hmm...well, if Colin released a beta to a USENET and that is confirmed, then it is hard to excuse that..I must agree. But, if he paid for a copy and got his hands on a pirated version during his wait, then how are Steve and Charles hurt by that? Havent they been paid for it? Should he have waited for the game? Yeah. If that is all he did, should he be cursed? No! Fionn, I don't know if you remember when you were 14. I do. You can make a poor decision or two. I'd like to see Colin come back. If all he did do was use a pirated copy while his purchased one was enroute, I can forgive him for that. If he released some trusted beta to the pirates, then he has some explaining to do. TeAcH [This message has been edited by TeAcH (edited 07-08-2000).]
  10. CoolJ! Come back! We need ya bud! Aww...he's prolly too busy playing CM and making his tweaked graphics even more awesome then they were the first go round. Hope he returns. I mean, heck, he had bought the game afterall. TeAcH ------------------ "Ah-ah, I know what you're thinking. Did he fire 6 shots or only 5. Well to tell you the truth in all this excitement I've kind of lost track myself. But being this is a .44 Magnum - the most powerful hand gun in the world, and would blow your head clean off, you've got to ask yourself one question, do I feel lucky. Well, do ya punk?" [This message has been edited by TeAcH (edited 07-08-2000).]
  11. Yeah. There seems to have been an inordinate amount of situations like this. Perhaps the AI just can't do any better. So heres a suggestion as a workaround for BTS to consider. What about adding a command for ROTATE TURRET? As we all know, we can do this for the hull, but perhaps a command to face the turret will not only prevent most instances like the one maximus describe from occurring, but it could also override the TAC AI for that action phase. Im all for keeping the commands to a minimum, but it seems like we may need to add one or two. Perhaps the same command would change to LOCK TARGET when used by infantry. Just a thought. TeAcH
  12. Setting: --- tree line /USA T = Tank/ P - Pfausts/U=US Inf/G=German Inf U T --------- ------------- P P G G G G G Now, during the orders phase, I told both pfaust equiped squads to target the T at a range of less than 40 meters. More like 30. The remaining German Inf all targeted the lone USA inf. GO! Movie mode, the two dumbass pfaust troops turn and target the USA infrantry while the tank shells them Why? Didnt I tell them to attack the tank? TeAcH [This message has been edited by TeAcH (edited 07-06-2000).]
  13. Yeah. That was my first thought too. But I want to truly know if this is HOW the game is modeled OR if this is a bug that needs attention. I guess I am not ruling out something like that from happening, I would just like to see the computer AI VERY restrictive on using satchel charges while in a light/small building against a foe that is indoors with me. The bug may lie in the fact that this is not restricted at all hence my point. I think that in close combat (key word close), the very nature of a satchel charge would preclude it from being "tossed down a hallway". Correct me if I am wrong here, but those mamas pack a huge punch, as seen in my game. You and me are part of a 9 man Pioneer Unit. We storm a small house crowded with an enemy squad. If I see you arming a satchel charge, I would charge you (in slow motion) and would tackle you screaming NOOO NOT HERE!!! TOO CLOSE!! TeAcH [This message has been edited by TeAcH (edited 07-05-2000).]
  14. Well, I appreciate the comments. I guess Id like to hear the official BTS take on it when they arent busy working on a patch. Can it case an igniting of another satchel charge? Would the troops really toss one inside a small house like that? There were/are very powerful. Seems like suicide (and that was the result here). A grenade would be more appropriate. TeAcH
  15. On my Viper 2 (junkorama) card, I use AutoMipMap to smooth out the otherwise pixelized graphics. TeAcH
  16. Well, for the record, I have a Viper 2 (hunkojunk) and can't see the fog either. I get all of the other effects with no problems. I have tried everything I can think of (DX7a, latest driver, S3 Tweak, D3D Settings, Shift W, etc) Question: Is there another way fog can be emulated in the program by the coding itself? Thanks, TeAcH [This message has been edited by TeAcH (edited 07-05-2000).]
  17. I think I ran into a bug of my own. I am playing a team Desobty operation. I ran a Pioneer unit into a building that held a pinned US Engineer squad. The building was of the one story light variety. The first thing the Pioneer unit did was toss a satchel charge at a distance of 20 meters or less at the enemy indoors. The result? The whole damn building blew up and I lost 2/3 of my squad. Whats more is I took heavier casualties then my US counterpart!! First, why in the heck would a soldier toss a satchel charge that close and indoors? I can see if the enemy was outside and I was in or vice-versa. Im at a loss. There are those that will say that this is combat and such things occur. I disagree. For to make that statement, one says the game is without bounds and regulations. Even in the heat of battle, I don't think I would toss a satchel charge at an enemy squad who were inside a small home with me knowing that 8 of my cohorts were sure to take damage. Thanks TeAcH
  18. ...someone who has 1.02 sends me the CM.exe file in email and I replace my 1.01 exe? There may be some graphical changes and sound files in the 1.02 patch that I can live without until 1.03 is released. TeAcH
  19. It worked for me! Hooray! Thanks PS! Yeah, you gotta delete the CM preferences file prior to launching the game. GREAT PROGRAM! TeAcH
  20. Thanks Jimmy 4 Eyes! That battle WAS a lot of fun and chock-full of nailbiters. Turned out to be a great scenario, if I dont say so myself....well, I think so anyway (wink). TeAcH [This message has been edited by TeAcH (edited 07-03-2000).]
  21. Thanks Dick. I believe what you are refering to is the Advanced tab to Direct 3d tab then to the openGl tab where a fog table control resides. However, this is OpenGL and I don't think it affects this game since it runs in Direct3D, unless Im wrong. Also, I have DirectX7a and the latest, albeit lame viper 2 driver. (on my soapbox) Ill NEVER buy nor trust S3 again. The Viper 2 was rushed to the consumer for Christmas 99 and is replete with hardware issues and poor drivers. Moreover, touted features such as FSAA, Bump mapping, etc are NOT going to be included after all contrary to their own advertising. (off soapbox) Thanks TeAcH
  22. Just as a side note, has anyone seen the terrain in Motorcross madness 2?? Oh man! It is a freaking thing of beauty. And they just released a terrain editor though I dont know how intuitive or powerful it is. TeAcH
  23. Is there a way I can set and lock my CM graphics at one resolution while desktop remains at another? I like the game to run in 1280x1024 but Windows in 1024x768. Also, could someone with a good graphics card tell me night battles actual have a black shroud of some type on the battle field preventing you from seeing too far or does it just dim the field and limit LOS? And, on my Viper 2, I cant get FOG even with the new driver. Cant adjust a fog table in D3D, only OpenGl. Is there a FOG table setting in DirectX? Where is it. TeAcH
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