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Holman

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Posts posted by Holman

  1. Not to rain on the parade, but it's worth remembering that BTS has indicated that they're not even interested in the WW2 Pacific theater, let alone Mars.

    But more seriously...

    The CMx2 engine is perfect for ground combat at the scale where mid-20th to early-21st century dispersed mechanized units, leg infantry, and their support assets come into contact in open, broken, and urban environments at plus-or-minus battalion level. Change any of those variables, and the engine probably shows limitations.

    Vietnam jungle would be very frustrating in the CMx2 engine, as would WW1 trench raids. The player's control would be much more limited. Terrain and surprise would dictate the result far more than player input would.

    Likewise, imagined Sci-Fi conflicts would require a different scale and different design assumptions. If every armored soldier is a tank (Heinlein-style), you'd want a game with more intimate choices (individual troopers' weapons, sensors, and systems), and the tech would probably mean that engagements occur at thousands of meters rather than hundreds or dozens. On the other hand, the most interesting engagements would be inside structures or spaceships, and that's not at all suited to CMx2's squad-level and 10-meter square baseline.

  2. 12 minutes ago, John Kettler said:

    Am unclear on how to proceed. Paid for the pre-order and the DVD. Received invoice showing entire order details and that DVD had shipped. Got Activation Key in that invoice. Now, what to I do to download? Am exceedingly rusty on this score. From what I can see from the page called Games, then the CMCW one, looks to me as though it's just a regular order page. Must be missing something in terms of procedure. Thanks!

    Regards,

    John Ketller

    Log in at Battlefront.com and click on My Orders.

  3. 1 hour ago, BFCElvis said:

    I would turn down all graphic settings to the lowest setting before trying to load it in 3D. Once in the 3D map you can use the hotkeys to raise them back up. Then go get a sandwich or somefink. Take the dog for a walk. If you don't have a dog take the neighbors dog for a walk....just let them know what you're doing first. The only thing reinstalling is likely to do is frustrate. So, don't do that.

    Thanks!  Understood.

  4. Just a question:

    Is it possible to load a full 3-D preview of one of the big Berlin master maps, or is that generally not done?

    I'm not a scenario designer, and I have little experience in it, but I thought I would try to load a preview of Berlin East in order to look around. The loading stalled at 49% and seemed like it would go no further. (I have a pretty robust and recent PC. All scenarios and campaigns load easily.)

    Perhaps a master map of this size and density needs to be cut down in the 2D interface before attempting to load a 3-D view?

    Just wondering if my experience is normal or if I should re-install, or somefink.

  5. The modern CM games do have settings for compromised electronic warfare conditions, but I don't think there are settings where soldiers fight in gas masks and chemical protection suits.

    As far as I understand it, chem warfare would require figuring out how to manage a withdrawal, not an attack.

  6. 4 hours ago, BornGinger said:

    Maybe this has been discussed already, but is the base game going to have US and USSR troops only or are there going to be DDR and BRD troops as well? If the fighting is in Germany I think the both German countries should be involved somehow unless they are supposed to have the duty of guarding their borders and other areas in the respective countries and leave the fighting to the two main opponents.

    The Fulda Gap sector really was the responsibility of US V Corps, with just a small number of German units involved.

    It would make sense for German units (on both sides) to come with an expansion covering battles farther to the north.  And there's the British Army of the Rhine sector as well.

  7. I love everything I'm seeing about Cold War!

    I understand that an initial release in a new family can't include everything, but one thing I've not seen mentioned is whether there will be a full set of urban terrain options included: tall buildings, city doodads, shopping malls, etc.

    After all, what's the point of the Fulda Gap if you can't go to Frankfurt? 🙂

  8. I fired up the Task Force Thunder campaign for the first time in a long time, and after a few turns I saw that the enemy trenches were all out of alignment. I believe they were that way from the beginning of the scenario (or at least from when I first mounted the berm and saw them.)

    Rather than connected end to end in the usual continuous way (with the usual angles), all of the trench pieces were placed as separate objects parallel to each other, none of them touching each other at the ends. I played a few more turns and got closer to make sure, and this was definitely the case. It was as the trench pieces had lost their intended rotation.

    I seem to recall this as an earlier bug in an earlier version of the game. Has it returned? (I am up to date.)

    Interestingly, I just now restarted the campaign and ran units forward to get a look at the trenches. This time the trenches look right, touching end to end in continuous lines as I've seen when I played in the past. This suggests that the basic campaign file is correct.

    Has anyone else seen this happen recently?

  9. On CMSF2 patch installation:

    Double-check your installation folder as you run it. If you're not careful, CMSF2 patches try to create an extra game folder inside the main game folder (so that you wind up with "C:\[wherever]\Battlefront\Combat Mission Shock Force 2\Combat Mission Shock Force 2" and the game will not find the new data there.

    The other games' patches don't do this.

  10. Here are some instructions for updating Vin's Animated Text Mod yourself. I copied them from this board (I think) years ago, but unfortunately I can't remember who supplied them. (Thanks, whoever you are!)

    You'll need a copy of the mod itself, but an outdated one is fine, since you'll be editing it.

    Quote

    If you want to update the mod yourself when a new patch appears, it's not hard:

    --RezExplode the newest brz archive containing the new strings.txt (e.g. final blitzkrieg v200.brz).
    --Locate the Animated Text Mod folder, rename the strings.txt in this folder to something like strings_old.txt.
    --Copy the exploded strings.txt from step 1 into the Animated Text Mod folder.
    --Open both files (strings.txt , strings_old.txt) in Notepad++. Use the Notepad++ plugin "Compare" to easily compare both files.
    --Locate the "Soldier State Display" section, it should also show the most differences in the "Compare Nav Bar" (currently around line ~5200).
    --Copy the animated text blocks one to one from the strings_old.txt into strings.txt.
    --Save strings.txt, delete strings_old.txt.

    (Generally you shouldn't mix strings.txt from different games. But I guess it is noteworthy that the strings.txt is an "engine-file", as such it is not really specific to a single title like CMFB or CMBN as such. For example, modern CMBS strings like "Laser Warning" are also in strings.txt files for the WW2 games.

    I quickly compared the strings.txt for CMFB v2.00, CMBN v4.00 and CMRT v2.00:
    They are all three identical, so if you updated one, you could simply copy it across to the other games.
    I'm not recommending to do this though, just to be on the safe side. But if you do a comparison of the unchanged original files first and find them to be identical, it should work.)

    As new patches get the games out of synch, update each individually.

     

  11. Something to be aware of:

    If you manually chose the install location and you pick the "C:\[whatever]\Battlefront\Combat Mission Shock Force 2" folder (as you should), the installer will put the new files in a second internal folder (which will be "C:\[whatever]\Battlefront\Combat Mission Shock Force 2\Combat Mission Shock Force 2"), so the game won't see them. Be sure to double-check your destination folder when installing.

    The other installers from today don't do this.

  12. I think modeling individual starshells/flares would probably be more trouble than it is worth.

    But as I understand it, map-wide lighting and visibility are not only modeled but are variable with time (as you see whenever you play a dawn or evening scenario lasting a couple of hours).

    Maybe it would be possible to have sudden battlefield-wide increases and then gradual decreases of lighting to simulate starshells and flares?

    I think I'd put this lower on my wish list than many other things, though.

     

  13. 55 minutes ago, Oddball-47 said:

     It has been a ridiculous problem for years. It's not merely annoying. It's often scenario breaker. Seems like it would
    be a relatively simple fix. Is there some mystical property(ies) assigned to front versus rear doors? 

      

    It's a map element problem, so the only solution is to remake the scenario using fixed buildings. BTS can't program squads to see doors where they don't currently exist on the map.

    If the affected scenario is an official BTS-provided one, it should of course be fixed and officially re-released.  User-made scenarios, however, can only be fixed by the creator (or an imitator).

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