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Commanderski

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  1. Like
    Commanderski reacted to Gary R Lukas in I have a dream that the universal BFC will have the idea of expanding CMRT in the future   
    If RT was to be expanded, I would like to see it go back in time, maybe to June 1942. I would like to see some of the older German panzers try to kill a KV-1 with a Panzer III H or J short 50. Maybe throw some of the early lend lease vehicles into the mix like the Lee, Matilda, Churchill even add the T-60 and other earlier examples of the T-34. I would love to see a scenario for Stalingrad and Kursk where all of the vehicles are from that time period and not taking a Panzer III G from an Ad Hoc group in 1945 and trying to make it work in 1942-43.
  2. Like
    Commanderski reacted to womble in Add something new please.   
    If you could import segments of maps into other maps, there'd be scope for people to work on wee vignette bases that could more readily attain a high level of detail. It's so intimidating to make a whole map that's keenly detail, that it's a barrier to entry. If people could just work on "a farm yard" or "a sunken road" or the like, and then others could import them into their own broader frameworks, there would be scope for modular development of maps, and that can't be a bad thing.
     
  3. Like
    Commanderski reacted to IICptMillerII in Add something new please.   
    I definitely agree, though it is important to remember that the vast majority of players do not interact with the scenario editor at all. So if we are talking about improvements that affect the most amount of players, then gameplay improvements are the priority. 
    I do think improving the editor (mainly by making it much easier to produce maps a lot faster) would be a massive improvement overall. Maps and their development tend to be the largest bottleneck when it comes to players and custom content. 
  4. Like
    Commanderski reacted to Cpt_Winters in Add something new please.   
    I'm also very new to the CM franchise and have slightly differing views about both the price and the games being the same.
    I own CMSF2 (plus all the DLC's, flavour packs or whatever you want to call them).  I also own a number of the WW2 titles, CMBN, CMFB and CMFI, again with all the add ons.
    One thing, which IMHO you are missing in your assessment, is that these add-ons also include additional campaigns, maps and scenarios in addition to their vehicles, regiments and weapons etc.
    There's both large and subtle differences to all of the WW2 titles I own and there's simply no comparison with the WW2 titles and SF2.
    I'd also spin the "Price tag too high" remark a bit different.  For sure I needed to think hard about dropping my money (I'm on a fixed income these days) on these titles.  However, in the end, for me at least, it came down to "Value" rather than "Price".
    I play a lot of games, from many different genres but ultimately I enjoy sims, war, strategy and role play genres and all the better if some overlap each other.
    I've spent $$$ on so called AAA titles and had no more than 10 hours in to them before I'm bored and move on.
    I've spent $10 on supporting indie dev games in early access over a period of years and I've spent literally hundreds and hundreds of hours on these titles, often getting what amounts to a new game every few months as the dev releases updates.
    Then there's the Paradox titles as an example, that are not "cheap" to buy but offer me, as a player, real value in terms of the hours and hours of gameplay that with DLC's add to and alter the games over the course of a decade in many cases.
    When I evaluated my expense on my new CM titles that is how I looked at it.  Yes, it was a large outlay in terms of cash, but seriously, I knew I'd eventually have thousands of hours in to those titles over the course of the coming years.
    Price? Not for me, it's about long terms value and I'm more than happy with my decision.
  5. Like
    Commanderski got a reaction from sawomi in Add something new please.   
    All games age over time and no game is perfect. Considering the size of the Battlefront team they are doing a great job in what they have done so far and I'm sure we will see improvements in the future.
    And after all this time yet here we all are with people still creating new scenarios, maps, campaigns and mods. So BF must still be doing something right and people are still enjoying the game.
  6. Like
    Commanderski reacted to danfrodo in Add something new please.   
    This game is about the military-tactical challenges of warfare in various eras and areas.  We all put up w the outdated graphics because we want the challenge that we can't seem to find elsewhere.  If someone came up w CM's challenge w modern graphics & such, yeah, we'd all want that.  but where is that game? 
    Men of War has better graphics (I played it for a while long ago).  It also has fighting all happening within ~ 100 meters, which is nice playground fun but utterly ridiculous.  If one wants a realistic military challenge, CM is the place. 
    Most games sacrifice realism to gain bigger market, that's cool for them, but then again all those games kinda play the same.  Make base, base makes stuff, get better stuff, make better base, get more better stuff......
  7. Upvote
    Commanderski got a reaction from Livdoc44 in Add something new please.   
    All games age over time and no game is perfect. Considering the size of the Battlefront team they are doing a great job in what they have done so far and I'm sure we will see improvements in the future.
    And after all this time yet here we all are with people still creating new scenarios, maps, campaigns and mods. So BF must still be doing something right and people are still enjoying the game.
  8. Like
    Commanderski reacted to Aragorn2002 in Add something new please.   
    There's no better wife than my wife and there's no better wargame than CM. 😉
  9. Like
    Commanderski reacted to A Canadian Cat in Add something new please.   
    Great point. We should start a database of who asked for what and how bitterly the complained about it. Then we could pull up old quotes one day.
    Oh who am I kidding that would be a massive waste of anyone's time
  10. Like
    Commanderski reacted to Aragorn2002 in Add something new please.   
    He's baiting us, for sure. A newby who is already fed up with the game? Don't make me laugh. And yeah, nothing new there, we all know there's room for improvement. Always will be.
    We see posts like that from time to time. Usually the first and last post.
    Personally I find them quite refreshing, because it usually brings some interesting news from the side of BF.
  11. Like
    Commanderski reacted to chuckdyke in Add something new please.   
    I love that analogy at my age (72 soon) most milfs look like spring chickens. When I was brought up in the 60's it was airfix models and figurines. The Atlantic wall were shoeboxes and cut down toilet rolls with match sticks for guns. That is why the game is popular with older people.
  12. Like
    Commanderski reacted to chuckdyke in Add something new please.   
    Just be fair which other game let you go to the world map and let you recreate a map in 3D. Do research and let you experience history? 
  13. Like
    Commanderski reacted to George MC in Heart of the Dying Sun - WIP   
    Wee update.
    Been working away on the E/NE corner - that expanse of brown. You can see field outlines sketched out.

    And being filled in.

    Most filled in - woods and fields. The bit of brown now left is where the outskirts of Tluszcz will go. What this does not show is a significant re-org with elevations. i screwed up one key elevation so had to go back and re-do then amend related elevations - this was linked to my elevated rail tracks and water courses. Still did not take long. 

    Close up of more terrain as I slowly approach the vicinity of Tluszcz.

    Not much left to fill. Pretty much only Tluszcz to add - that'll take a wee while to do. Then got lots of detailing stuff to do... like laying circa 20km plus of telephone poles...

    The pristine view south from Tluszcz before the housing developments begin.  Must be the same useless planning nuggets we have at the Cairngorm National Park allowing development into green space sites...  
    Errmm... I digress...

     
  14. Like
    Commanderski reacted to kohlenklau in Niehorster Website   
    Another scenario writing resource is this website...Armed Forces of WW2, orders of battle and organizational structure. Cool stuff to discuss on date night with the Mrs..!
    Mentioned many times in the CM forums but still worth a new link...not just Germany but many many other nations as well.
    http://niehorster.org/index.htm
    This site is created and maintained by Dr. Leo Niehorster.
    In the virtual trenches since 1997. All Rights Reserved.
    All pages copyright © Dr. Leo Niehorster unless otherwise noted.
  15. Upvote
    Commanderski got a reaction from A Canadian Cat in Add something new please.   
    All games age over time and no game is perfect. Considering the size of the Battlefront team they are doing a great job in what they have done so far and I'm sure we will see improvements in the future.
    And after all this time yet here we all are with people still creating new scenarios, maps, campaigns and mods. So BF must still be doing something right and people are still enjoying the game.
  16. Like
    Commanderski reacted to Aragorn2002 in Add something new please.   
    Well, that's precisely what BF is working on. Untill then CM2 will do nicely. Still haven't seen a game that comes even close to CM.
    P.s. NOT looking forward to the agony of waiting for new base games and modules again. 😉
     
  17. Like
    Commanderski reacted to Erwin in Soviet Tanks of WW2 site   
    Quite useful:
    https://www.militaryfactory.com/armor/ww2-soviet-tanks.php
  18. Like
    Commanderski reacted to benpark in Scenario Operational map   
    Slight spoiler for RT:FR German campaign below....
    *
    *
    *
    *
    I call this system P.A.I.N. - "Planning Artificial Intelligence Navigator".
    The image above was actually the first iteration. This is more how it ended up, with missing elements like "Wait For" Trigger links added, with linkages showing in green icons (these should also have green lines between the linked forces).
    The 6,7,8,9 (spare order numbers) at the top show the method - each graphic element is on its own Photoshop Layer, and is drag-able across the map to wherever needed. Movement orders are drawn on (holding Shift - always a renders a straight line between two points).
    The Trigger graphic also had the color changed from Yellow (in the legend) to Orange, as it was getting lost in the general area the move orders occupy (the yellow areas).
    Numbers are the Order number.
    Designations with a letter and number in yellow are the AI Groups. These are placed on every move, so that it easy to see who is where, when.
    The yellow areas are move destinations. Now, I just use the AI Group number, as it is less visual clutter. I will probably redo this, a bit - as it would be good to have the branch symbol (NATO) displayed throughout their movement to better track who is where concurrently.
    Red numbers are approximate Exit times.
    You could also add what formation belongs to which AI order on the Unit Overlay, as it can get complex with mixed, large forces where the AI assignments are maxed out (though I/we could certainly handle another 16 AI Groups!).
    This system requires a knowledge of Adobe Photoshop, and use of Layers in particular. It is a good deal of work in Photoshop (less, with the template), but less work TABing through the Editor with everything relatively clear in the Image Overlay.

    Example (not the one above), as seen in the Editor Overlay. This example is lacking a good deal of what is seen above.

  19. Like
    Commanderski reacted to kohlenklau in CMFI [alpini] mod work in progress   
    In Blender, working on the sun helmet...
    First there was the XXXL size he was issued back at the supply depot in Naples. "Take it! Your head will swell in the heat and it will fit fine. NEXT!!!"
    I had scaled and rotated numerous times but in game it didn't seem to take. The secret was (in Blender) to "apply" the transformations by Ctrl-A and this reset to 0,0,0 as it became an mdr.

    Then he got this one off a dead guy. Maybe now it is too small. I will go back to Blender and tweak the position and scale and material shininess.

  20. Like
    Commanderski reacted to Molnár Norbert in RT Unofficial Screenshot Thread   
  21. Upvote
    Commanderski got a reaction from Lucky_Strike in How big is a square on the map in the editor?   
    Yep! It's not that hard but a little time consuming but will go faster once I know what I'm really doing...😊 
    I know what I wanted to do and looking through a bunch of the ready made maps and they just weren't what I wanted. Getting the right map for the overlay was the hardest part but made now I'm ready to start putting things on the map. Still have a lot to learn but found some really good tutorials on youtube and some great hints in this forum.
     
    Great Idea!
  22. Like
    Commanderski reacted to kohlenklau in How big is a square on the map in the editor?   
    We all are here for you! Go for it Ski!
  23. Like
    Commanderski reacted to Sgt.Squarehead in How big is a square on the map in the editor?   
    Couple of additional notes to @kohlenklau's comments above:
    If you want a Footpath through a forested area to be traversable by vehicles, it is best to use only Light Forest (or other tiles that vehicles can enter) in any tile that contains your path.....While Footpaths (or Streams) normally make all manner of impassible terrain including cliffs (& Deep Marsh Tiles) passible, the 'Doodads' in Heavy Forest seem to be able to block the path for vehicles, particularly on diagonal sections.
  24. Upvote
    Commanderski got a reaction from kohlenklau in How big is a square on the map in the editor?   
    Yep! It's not that hard but a little time consuming but will go faster once I know what I'm really doing...😊 
    I know what I wanted to do and looking through a bunch of the ready made maps and they just weren't what I wanted. Getting the right map for the overlay was the hardest part but made now I'm ready to start putting things on the map. Still have a lot to learn but found some really good tutorials on youtube and some great hints in this forum.
     
    Great Idea!
  25. Like
    Commanderski reacted to womble in How big is a square on the map in the editor?   
    1 (one) square wide... I don't know whether the Soviets got round to building many really big highways, but even an autobahn of the time (which I understand was a fairly revolutionary roadbuilding concept) would be two road tile lines running parallel, and with the size of Russia/Ukraine/Belorus/[whereveryourscenarioputativelytakesplace], the chances of your couple of km on a side map containing any are quite small...
    Unless you're working on a historical map that does have such a thing...
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