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pad152

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Everything posted by pad152

  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!
  2. 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>
  3. 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?
  4. 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.
  5. 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)!
  6. 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?
  7. I wonder if quick battles will ever be fixed/improved, like the ability to select/purchase units along with a better unit OOB.
  8. 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
  9. Thanks for the added content, I'll check it out this weekend!
  10. 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.
  11. 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 ]
  12. 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.
  13. 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!
  14. 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.
  15. I think the hard limit is still 255 (player + AI units). Undefined unit type, check reinforments, sometimes there is a blank unit there!
  16. 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).
  17. 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.
  18. 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!
  19. Madmatt You know what most software publishers call a 1 GB+ patch? Their next release!
  20. 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?
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