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Seahawk-vfa201

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Everything posted by Seahawk-vfa201

  1. And yes: this apply more to QB than to scenarios. Scenarios setup zones (although regular shapes those too) are not limited in number and/or location creating that uncertainty making so you will be very careful from the very first turn. QB setup zones are, IMHO, too regular and making so that most players do a simple dash to *nice* spots on the first couple of minutes giving for granted that no way the enemy could ever be seen for at least a couple of turns (especially with hilly maps). As Mr. Clark said: a breath should be there and the enemy be encountered after a minute or two or three. QB give you practically the assurance that on the first minute at least (hilly maps) no one could see anyone.
  2. Yes, I do know that scenario as well and I banged my head on it. I profit from that very example to say that is not what I meant. And I do agree that some breath have to exist (I mentioned the "no-man's land" for this very reason) What I am referring to is to the shape of the no-man's land. I do not want to find situations like in that scenario were your units end up under fire right away but I'd like to have the *uncertainty* that I COULD run into fire if on the first turn or two I advance (run and fast) without care. I think this could be achieved with a randomly generated broken line for the no-man's land zone instead of the fixed straight line as it is now. The idea is that: yes, I do have a breath for sure but in some location maybe not that much, in some other maybe more and I could not tell because of the broken line for the setup zones. I wish no one could reasonably say: "It is the first turn: I may dash toward those woods or those buildings BECAUSE my opponent could never reach any location from where achieve a LOS on my units dashing down there." If the no-man's land was out of a random broken line (instead of a well shaped rectangular) it might be so that my opponent, even on 1st turn, could have a setup zone that would allow him to reach a location and have a LOS on carelessly moving units. To make all this short: I'dd like to add an uncertainty on the assurance some players have during the first couple of minutes.
  3. I came to notice the following on many occasions: Your opponent KNOWS you can't possibly have LOS for a turn or two hence orders all troops and vehicles to RUN and FAST advance toward specific map locations. Highly gamey in my humble opinion. Your opponent is making decisions not based on the scenario or map elevations but on the specific knowledge that opponent units WILL start from a specific distance from the edge and from side to side: the no-man's land is a well known rectangular shape. I think this is due essentially to knowing the shape (rectangular) of starting point. Could we instaed have a zig-zag no-man's land sector, that is I cannot be sure where and how far on certain location the opponent could be. On any map location he could be in position to have a LOS or not. I am not fully convinced about this but I rather tend that it would discourage the *gamey* tactics of having everyone running for a couple of turns (hey, he can't possibly see me, can he?!). Of course it should be so not to give ground advantage to anyone but the straight separation between initial forces setup is the less realistic thing I had found on CM. I think it will add to the feeling of playing FULL Fog of War. Comments?
  4. That would be great! Kudos for the effort and for the idea. It would become an invaluable gift to CM lovers.
  5. ops, sorry. Wrong res. On the desktop the Voodoo5 beautifully renders at 1600x1024 (new drivers already )
  6. hot seat: never tried. CM on a laptop: absolutely. Powerbook G3 466 MHz (upgraded chip, but was running ok also on the original 266 MHz), Ati Rage Pro, 192MB RAM, 14.1 active matrix screen and you are set for roadwarrior CM, 1024x768 res, . PS Still it is better with my Voodoo5 on the desktop G3 and 21' screen, and 1280x960 res. I could go higher there but Voodoo5 crops the view. Waiting for new drivers to go to higer res (gosh, I could select 2048x1536: will it work? )
  7. the bocage is great with the rest of DD terrain. Really a piece of art. I liked a lot the new pillboxes. PS Heya Hauptmann Lorak: Long time no see.
  8. The chat does not work. It says the server is not available.
  9. Really nice Kump. Thanks. I have a Voodoo5 and panzertruppen buildings and DD terrain. The scenery is unbelievable!! I had Magua buildings but was disappointed with the closeup blurr. Wth Panzer's this does not happen. A nice touch is also the shadows from the roof which add to the 3Deffect.
  10. CM 1.1 Got the beeps as well. Checked Error.log and Leaks log. No mention to insufficient memory. No leaks, no problems reported. Is that a CM snafu of some sort?
  11. That explains. Thanks. Next time I'll do a search on the subject.
  12. Ok, do not get excited now. It is only a suggestion to MOD creators: why not producing this MOD as it would enhamnce a lot the visual effect after collapses of buildings into rubbles
  13. Sorry for jumping in on a a topic that has been covered extensively. I just got the news that the newly approved C99 standard defines a new header file called < inttypes.h >, which defines sets of typedefs of integer types. One of these sets defines integer types with certain exact widths: int8_t int16_t int32_t int64_t And their unsigned counterparts are uint8_t uint16_t uint32_t uint64_t The names are rather intuitive. For example, int8_t is a signed integral type that occupies exactly 8 bits. Likewise, uint8_t is an unsigned integral type that occupies exactly 8 bits. Using these typedef names you'll get integers whose widths are identical on every platform. Of course, if the problem is on how rounding is performed on different platforms than it might still exist. I thought anyway that the news could be of some interest in this topic. Cheers
  14. Although I have to say a big THANKS for all the MODS available (explosions, tanks, etc) that made my CM version fantastic I have a critic on the hi-res rail tracks. Nice job, really, too bad they can;t be there in 1940s in France (maybe not even nowadays ). Practically all rails in Europe, especially in countryside, were single rail track. Trains will have schedules so to share the same rail in opposite directions and sometimes a bypass was present. So although very nicely done they are really odd in the Western theater. I suggest the author to reverse to single track lines. But again, nice job.
  15. Ouch: some of the new terrain textures have bright purple dots pattern when they appear on CM. It concern one tree and the railroad tiles. Anyone noticed that?
  16. You guys rock!!! I also used the Mac MOD converter: works flawlessly and it is very easy and all we could possibly need. I am downloading MOD after MOD and lord CM is BEAUTIFUL!!!
  17. Hi there, do the new sprockets constitute an improvement or should we still have to stick to the 1.7.1 version of the SoundSprockets?
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by guachi: RTFM, page 131. Of course if you only have the demo, you can't edit units. Jason<HR></BLOCKQUOTE> And of course if you build your own scenario. I thought he had a way to modify units on existing scenarios.
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by Rob/1:
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