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TexasToast

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Posts posted by TexasToast

  1. The campaigns that come with the game will be single player only. However, it is possible to create two-player campaigns with the editor. When creating your campaign script you simply change the [Human Opponent Allowed] parameter to yes (default is no)

    Thanks for that info, the manual seems to imply otherwise (p49: "A Campaign is a single player game...") but it wasn't entirely clear to me.

  2. I can't talk about CMx1 because that's faded into the past for me. But Normandy took place before the introduction of the VT airburst proximity fuse, and WWII was before everybody and his sister was lnked into the radio net. So artillery control is scaled-back compared to CMSF. So your 'greatly enhanced artillery control' is going to take some practice and some finesse. You fight your men to a crest overlooking the enemy position then discover you've forgot the radio man?... Ooops! :)

    I'll make sure to keep that radio geek handy.

    Aside from different target types, I'm also interested in the options for preset intensities and durations. I recall a lot of short target shifts and other shenanigans to extend a fire mission in CMx1, not to mention accidentally running out the ammo for forgetting to call it off.

  3. Based on a first pass through the manual and the AARs, here is what I'm seeing as the big improvements in the game system, as someone who is coming from CMx1 with no CMSF experience:

    + more detailed infantry orders and team breakdowns

    + greatly enhanced artillery control

    + map resolution and detail (flavor objects!)

    + relative spotting and C2 improvements

    + new victory condition options

    + AI scripting with multiple possible plans

    + new campaign system

    + eye candy: 1-1 modeling, human and equipment animation improvements

    + improved PBEM exchanges

    And a few negatives:

    - campaigns are only single player (right?)

    - limited time frame and forces/equipment (pending modules)

    Am I missing anything?

    TT

  4. I'm really excited about getting a usable Mac version again, and would like to be included if possible! I finished in the top half of the Invitational and also played in ROW III (although I think some of my matches stalled due to opponent dropouts?). I'm not sure why I'm not on the list, unless I did something disqualifying that I don't remember?

    If not the first one, hopefully something down the road. Looking forward to scrapping with the old crew and the new guys as well.

    TT

  5. Keep:

    1) PBEM support - with reduced files per turn

    2) (Relatively) stream-lined selection of orders -> playability

    3) Turn-based WEGO system

    4) Support for user mods and scenarios

    5) Vision as tactical simulation versus "game"

    Change:

    1) Mac OS X!

    2) Campaign support, even if just import/export hooks for third party usage

    3) AI scripting or other means to improve single player scenarios

    4) More varied scoring-victory conditions

    5) Liven up AAR screen by highlighting top performers for each side

    Looking forward to getting back into CM!

    TT

  6. I really enjoyed this battle, I have played it several times. I found it to be an ideal application of Shoot'n'Scoot for the slow reloading Russian armor. This allows them to get their shots off without being exposed to as many replies. This would have been a GREAT scenario for the demo, it kind of has that "Valley of Trouble" feel to it.

    As you might expect, this battle has been discussed before. A quick search in the Scenario Talk forum yielded the following links:

    Thread1

    Thread2

    Happy reading!

  7. 1) I agree with the previous comment that the bottom area is already cluttered, and would only be in favor of more controls if they were optional. In fact, I would prefer an option that allows you to hide the whole interface bar for FULL SCREEN ACTION!

    2) An option for transparent trees would be cool. Not sure that I would care as much about vehicles.

    3) Sounds like a cheap way to check LOS from uncharted territory, definitely a no-no.

    4) I haven't noticed vehicles moving in arcs at all - the only time the move orders are changed is when the path goes over impassible terrain. It could conceivably replot intermediate waypoints for you as you drop your waypoints, but considering that orders delay is affected by number of waypoints, that might introduce complications.

    5) Interesting, but I still use the Shift key to toggle this most of the time, so I don't care so much.

    I'm just happy that you can see out of the inside of buildings now...

  8. Unfortunately, if they are in a "no man's land" zone, they can only be repositioned (teleported) back into a safe area or left exactly where they are. That makes it frustrating when you have a unit in an upper level that gets bumped down, or one that gets adjusted to a slightly different location (like out in the street). It would be really nice if you could reposition 5m or so, or if they would just be left where they were before.

    TT

  9. A few thoughts:

    1) It helps to have the intended target already spotted by other units - preferably some infantry that can keep it buttoned and distracted in a different direction.

    2) Try to hunt directly towards the target. Tanks seem to spot better in their frontal quadrant, and it saves time on turret traverse.

    3) Plot only a hunt move, almost to the crest - not over, but farther that you will need to spot the target. When your tank sees the enemy it will stop and begin firing. This should leave you with a waypoint sitting there that you can drag around behind and change to a reverse if things get ugly. Otherwise you can stay in position to keep pumping the lead. Usually a Sherman will back off on it's own if it comes under fire from a Panther.

    4) Finally - if it seems hopeless, find something else to do with that Sherman! Look for a spot where he can pummel enemy infantry without engaging enemy armor, that's what they are good at. If you can keep it alive long enough to fire all your HE at the enemy, you probably stand a good chance of winning the battle.

    TT

  10. Now that a few turns have elapsed, it is time to end the controversy. This screenshot shows an unspotted infantry unit attacking the halftrack in question from 31m. The grenade is in the air, and actually flies over the head of the liberated prisoners running for cover in the center. Just chalk it up to poor spotting by a buttoned up halftrack in the fog.

    grenade.jpg

    P.S. Got him with a PIAT a few turns later...

  11. Hmmm, sounds familiar...

    Actually, I was surprised they surrendered so quickly with their HQ and other forces nearby. I made a concerted effort to bring more forces up to try to "liberate" them, and it worked. I have managed to pull it off a few other times, including once where I sent a A/C in to rescue a captured MG team.

    Something to tell the grandkids about, I guess.

    TT

    Oh, I forgot to add that prisoners count double, so shooting at your own prisoners is just going to cost you points. That's another reason why I wanted them back.

    [ August 19, 2002, 10:26 PM: Message edited by: TexasToast ]

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