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Cinnamon J. Scudworth

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Posts posted by Cinnamon J. Scudworth

  1. I haven't actively posted on these boards since back in high school/early college (I'm 25 now) in the CMBO era, but news of CMSF and the promise of native Mac OS X compatibility has brought me back! I just want to say that I really appreciate the Battlefront crew's commitment to the Mac platform even with their limited manpower and the various hurdles that Apple has thrown their way (the infamous RAVE debacle).

    Originally posted by Phillip Culliton:

    Can't the 950GM squeeze 128MB of system RAM? I thought the 64MB limit was... oh, right, it can get 128 under Windows. The 64 limit is only under OS X. I wonder what the Apple engineers were thinking?

    That MacBook model only shipped with 512 MB of RAM, so the 64 MB limit on the GMA950 was likely just a trade-off to try to prevent low memory from interfering in things like iTunes, web browsing, etc., given the MacBook's target audience.
  2. Huh? Are you sure you have that right? I have the most updated version of the Multiplayer Test (0.9.91) and I played this afternoon just fine.

  3. Originally posted by kapps:

    I've been having some issues as well. Soon after I updated to 0.9.45, it said my account was not valid so I created a new one. Today, I go on to play and it gives me the same message. This has only happened to me on this version of the game.

    This just happened to me as well.
  4. Originally posted by kmead:

    It seems like distance should reduce effectiveness (the beam should spread the farther it travels) so the total energy applied becomes dispersed.

    Right now it seems like it has an undue effect at long range. It should be very effective at close range. Smoke should have a negative effect as well (ie more material in the atmosphere has to be burned through to reach the target).

    This is my thinking as well.
  5. Originally posted by Fly Pusher:

    Why should a developer go to the trouble and expense of porting to Mac OSX when the current systems will run the Windoze version just fine ?

    Because even with Boot Camp, a Mac user would still have to buy their own copy of Windows. Developers can't assume that their target Mac audience is all going to do that, just like they can't assume that everyone has Virtual PC.

    Plus, with Apple's limited marketshare, it's not like developers really need an excuse to drop OS X support. For the most part, the developers that aren't committed to the Mac platform already left years ago.

    [ April 08, 2006, 05:43 PM: Message edited by: SpaceMonkey ]

  6. I didn't really take it personally, I was just irked that there appeared to be some kind of "one strike you're out" moderating philosophy for a game that's only been available for literally days. And with only 6 or 8 servers available, expecting to have a private party is just ridiculous.

  7. I was just kicked off a server just a few minutes after joining. All I had done was place a few turrets before dropping in as a hovercraft. Suddenly I'm being voted on to be kicked. I don't remember who initiated the vote.

    WTF? Considering the beta has been out for what, a few days now, I'm sorry if I missed some consensus on gameplay etiquette. I would have appreciated someone telling me what I did that was "wrong," rather than just suddenly being kicked off.

  8. Originally posted by ClaytoniousRex:

    When you find a server that makes you crash, try turning off the "Terrain VBO" option and then joining that server again. Let's see if that makes the crash go away. If so, this will point me toward the actual problem.

    I've been having the same crashing problem (sporadically). I tried turning off "Terrain VBO" as you suggested and I played for about 3 hours without any crashes. I'll email the log if it happens again.

    15" PowerBook G4 1.67 GHz, 1 GB RAM, Mobility Radeon 9700 w/ 128 MB VRAM.

  9. I downloaded the demo and tried the Gallagher 6 scenario, which I won, but probably with more casualties than desireable. Anyway, I was trying to use air strikes to whittle down the approaching OPFOR groups but almost every time, once the fighter got there, every AA/SAM in the area would open up simultaneously and just wipe it out before it could release it's bombs (I guess OPFOR has more mobile anti-aircraft ability than the U.S.?).

    What can I do to make my aircraft more effective? Should I be laying down smoke before the fighter gets there, or would that lower its effectiveness even more?

  10. In "Star Trek: The Next Generation," the Borg were presented as a cyborg hive race that swallowed up other races' populations and technology and incorporated them into the Hive (or "collective," as the series called it). This was constant expansion was their only real goal. The Hive had one singular consciousness; the individual Borg "citizens" seemed to act only as instruments of that one shared consciousness. "Borg spotting" in CM and other games then refers to the idea that human and computer-controlled forces act with one consciousness that has total awareness of what each individual soldier knows, and thus allows those forces to act unrealistically (ex: you can point your anti-tank team in the direction of an approaching vehicle that has been spotted by other troops, even if that vehicle is behind a small hill and the anti-tank team shouldn't be aware of it yet).

    Then "Star Trek: First Contact" and "Voyager" ruined the idea of the Borg forever. But that's a whole different subject. tongue.gif

  11. Heh. I've only gotten around to playing each demo scenario once, but in my one play of "Line of Defense" as the Allies I was actually pretty impressed with the air support.

    *Spoilers*

    It turned up around turn 5, when I was just starting to bring one infantry platoon forward alongside the road, and my Shermans were starting to crest the ridge. The P-51 did a nice job of strafing and rocketing the first German positions I had spotted (the infantry gun and assorted foxholes on that forward line). It made a couple passes there. By that time, German positions on the other side of the map (the HMG in the two-story building and others) had spotted the aforementioned infantry platoon and began firing. I was able to pull most of the platoon back, but one squad got caught in the open, crawling for cover in the scattered trees. The P-51 pilot must have thought "fresh meat" and wet his pants, or something, because the next action phase had him turn and strafe my poor infantry squad that had gotten separated.

    I was actually really impressed by that, as it seemed like exactly what might have happened in real life (though I'm no grog).

    Not trying to advocate one position or the other, just adding my own experience. smile.gif

  12. From another thread:

    ******SPOILER*******

    Originally posted by Madmatt:

    </font><blockquote>quote:</font><hr />Originally posted by Bill Macon:

    New graphics are great. One minor thing I noticed playing the Italian scenario was my Sherman commanders being shot up more than in CMBO. So the second time I played I had the Shermans button up and advance. Here's the odd thing - the tanks unbuttoned on their own, and then the commanders got shot up. This will take some getting used to. Anyway, great job and I'm waiting for the full version. :D

    They get shot up due to the quality of the Sharpshooter in the Italian scenario (he is Crack).

    In CMBB 1.03 we recoded the TacAI to wait at least 60 seconds to unbutton if the player manually issued a button command.

    That code is also in place for CMAK. Are you seeing the TC's pop up before the end of the same turn you issued the Button Up order or is it later on? If you want them to stay buttoned, go ahead and reissue the command each turn, by having them unbutton and rebutton. Normally the TacAI is pretty good about keeping their heads down, but sharpshooters can make this tricky and if you absolutely want them to stay down, just *force* them to each turn until you can flush out that guy and give the all clear.

    If you notice that your TC's are popping in less than 60 seconds, try this trick, give the command twice in the same turn (button, unbutton, button). The internal clock doesn't reset with a second command issued(but it doesnt simply double either) so that should guarantee they stay down a full turn. The following turn, just do it again.

    Let me know if that doesn't work though but I just ran a bunch of tests with the demo, and I couldnt ever get a TC to unbutton in less than 60 seconds myself.

    Madmatt </font>

  13. For what it's worth, I'm running the CMAK demo on a 466 MHz "Digital Audio" G4 tower with the stock 16 MB Rage 128 Pro, and I'm experiencing no problems whatsoever. Tiles, textures, cursor all look fine. Scrolling is very slow at 1024x768, though, so I'm probably pushing the lower limits of the VRAM requirement.

  14. Originally posted by Mirage2k:

    Of course, the demo would have to be released the very night before one of my major papers is due this semester. BFC plz fix or somefink!!111!!!

    Woot! I finally got to try out the demo after I finished my paper at like 2:00am. I only tried the first scenario, but that kept me up 'till 6:00 anyway ("just one more turn syndrome" strikes again). tongue.gif

    Awesome job, guys. The dust is fantastic.

  15. Welcome to the game!

    The Tactics forum here sometimes has some good threads. They won't necessarily be specific to CMBO, but a lot of the basic ideas are universal to any tactical wargame.

    I haven't actually played CMBO in a while, so I'm not sure which specific missions are "easier" than others, but I will suggest that you start off with some of the smaller engagements. There are fewer units to worry about and you'll be able to learn some basic tactics much faster than if you have 1000 points worth of things duking it out.

    Oh yeah, and how do you know how much of your tank is showing? Is there an actual way to see it for sure? Or is it all a guess judged by dropping the view down to the ground?
    IIRC, the CM engine only takes into account hull-down status in an absolute sense. That is, your tank is either hull-down or not, meaning either only the turret is exposed or your entire tank is exposed. So I wouldn't worry about the nitty-gritty details of exposure. Just worry about getting your tanks hull-down (hard enough in itself).
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