pad152
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Everything posted by pad152
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Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
If the campaign was So Good in the CM1 games, there would be no need for a CM Campaigns product. I think that CM Campaigns as proven that a good campaign system needs to be part of the original design and not an after market product. Let's hope CM2 WWII has both a better a campaign and a better quick battle system! -
Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
Um, the quick battle bit I agree with, but what is fundamentally flawed with the campaign system? And exactly how is it "the same" again? Maybe the "crappy" part is your opinion, and not fact? </font> -
Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
CM1 games only lacked a good campaign system, but the Quick Battle system make up for it! CM2 SF still suffers from, the same old crappy campaign system, a poor Quick Battle system that is several steps backwards and a limited order of battle. The expansion pack will address the expanded order of battle but, without a good campaign systems and/or a Quick Battle system that's a step up from the CM1 games, CM2 SF or WWII will never have the same replay value! I still haven't heard anything on an improved campaign system for CM2! A good campaign needs to be part of the game, something more than just a bunch of linked missions and not an add-on. Will Quick Battles ever be fixed (purchase of units, map size not related to force size) in Shock Force? -
Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
I hope I'm wrong here, but this makes it sound like Quick Battles in SF/CMX2 games will never be like CM1 games. I still can't consider Shock Force complete without a working QB system similar to CM1 games. -
Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
Campaigns, I still think campaigns have always been the weak link in the CM games. I would like to see a Close Combat style of campaign (realistic or not)! -
Where we're headed from here... a quick glance
pad152 replied to Battlefront.com's topic in Combat Mission Shock Force 1
Will the short comings of Quick Battles and OOB (ability to purchase units without deleting 90% of the crap you don't want) in CMSF every be addressed? -
I wonder if quick battles will ever be fixed/improved, like the ability to select/purchase units along with a better unit OOB.
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I just reinstalled Tow(Game + DVD patch + uber patch to version 1.10.081)and now the sky is a weird pattern and all of the trees have multi-colored rings? I've tried every combo for graphic options with no effect, including another install. I have no graphic issues with other games. Win XP GF6800 GS w/256 MB I'm sending a email to support with a zip file that contains images of the graphic problem and a copy of DXDiag. Let me know if you need any other info. Thanks Frank
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So, what will be fixed/added in 1.08 ?
pad152 replied to Darkmath's topic in Combat Mission Shock Force 1
Fix Quick Battles with purchase of units! -
So, what will be fixed/added in 1.08 ?
pad152 replied to Darkmath's topic in Combat Mission Shock Force 1
Fix Quick Battles with purchase of units! -
So, what will be fixed/added in 1.08 ?
pad152 replied to Darkmath's topic in Combat Mission Shock Force 1
Fix Quick Battles with purchase of units! -
Thanks for the added content, I'll check it out this weekend!
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TOW needs a "Closecombat " style of "Grand Campaign"
pad152 replied to Mukavamedia's topic in Theatre of War
I like the idea of a CC like campaign! -
I still think there needs to be a hold & fire command, in Tow, when a unit is told to hold and then given a fire order the unit will move if the target moves out of range and not hold position, I've never seen this in CMSF.
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I always pause the game at the start of a battle and halt all units! Then advance the units as needed, I really think the game should do this at the start of all battles. The issue is with giving a unit a manual fire command, the unit will automatical advance if it doesn't have a shot! There needs to be more options for commands such as "Advance and fire" & "Hold & Fire", "Fire and Retreat (shoot and scoot)". [ February 20, 2008, 12:17 PM: Message edited by: pad152 ]
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I like the micro management, I don't want C&C or sudden strike but the AI could be better. AI attacking on most maps have the AI infantry advancing with little or no cover. I think smoke grenades and on map mortars with smoke rounds to cover advances would help a lot. Infantry need to make better use of cover and coving fire when advancing. Infantry run out of rifle/SMG ammo firing at tanks and other AFV's. I would like to some ammo & weapon carriers in the game.
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Well I'm ready for some new unit types, on map mortars, ability for infantry to use buildings and we'll only get these with a expansion pack, so bring it on!
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Somethings 1. Ability to reopen a mission with the Battle Generator. 2. Soliders fall down when hit (wounded). 3. Baddly wounded Soliders can only crawl not walk or run. 4. Weapons/Ammo carriers for small arms or ability to place weapons/Ammo in storage in cars/trucks/etc.
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I think the hard limit is still 255 (player + AI units). Undefined unit type, check reinforments, sometimes there is a blank unit there!
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It seems like there is no difference between don't move and don't advance! I think there needs to be a change, don't move to don't advance on the enemy, but still allow movement for defence (rotate turrent, armor facing and even reverse) and for targeting (rotate turrent and armor facing toward target).
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Any way to re-open a saved file with the Battle Generator? Yes, I know you can edit it with the Mission Editor, but the Battle Generator is so much easier when editing forces.
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battle generator? Any way to re-open a saved mission with the Battle Generator? Yes, I know I can open it with the mission editor, bu the Battle Generator is so much easier to use!
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Madmatt You know what most software publishers call a 1 GB+ patch? Their next release!
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Good News at last!
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Thanks for Docs, the QB editor looks great!!! Questions: 1. QB's can't have reinforments(yes/no)? 2. Can you edit a saved QB with the mission editor? 3. Can you have more then one deployment zone per player?