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Pham911

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Everything posted by Pham911

  1. I think you downloaded the Mac patch. Re-download the windows version and you should have no troubles.
  2. If you're playing a hotseat game with a co-worker, the prefered method of recon is to sneak a look over thier shoulder during the setup phase.
  3. Not sure of texture #'s, but you could use a building type(like light wooden) and modify the graphics. Just add more of the purpleish transparency color to the wall graphics. 2 Notes: It probably would still have a roof unless CM uses different roof graphics for each different house type. It would still act like a normal building, so a two story building that looked shelled would still have a useable 2nd story(and levetating troops, I imagine).
  4. Making smoke random would seem more unrealistic than leaving it as is. Smoke would be disapating at one point but not others. Even if you made all smoke go away at the same moment, it would still leave a "smoke's gone, must be real windy.. At least it's not effecting my bullets" taste in my mouth. Making real weather effects would probably be taxing on the CPU, but nobody ever said they had to be dynamic throughout the course of a battle. If you just had, say, a straight 15knot wind from the NW, couldn't the computer just shift every shot? So, a shot that would have landed at 0,0 on a grid would land at 2,5 or something, and then any other shot would just be offset by 2 and 5(I imagine a 3rd dimension is being used to calculate trajectories, but the point still holds). The only hit in CPU performance this way would be to calculate smoke, as you'd need to calculate a couple extra smoke areas per building fire(or other source) trailing off a bit from the original smoke. I can't imagine that even 20 or 30 extra objects for a raging inferno of a town fire would slow a game down. I mean, there are some amazingly huge maps out there, and I don't know don't know how many objects the game engine tracks, but I'll bet it's way, way, more than 30. Probably so much more than 30 that 30 looks really small. (If any has a figure for this, let me know so I can edit this post and sound all smart...) Anyways, that's my theory. Maybe I'm wrong. Maybe someone will tell me I'm wrong, even though arguments seem pretty rare on this board... How 'bout those SS, though? Eh? [This message has been edited by Pham911 (edited 08-26-2000).]
  5. Wild Bill, This is probably a dumb request, but is there any chance that you could include a "best played as" note in your scenario briefings? I know that it's usually better to play attacker against the computer, but in meeting engagements it's a lot of guess work, for me at least, to pick a side, and if I wish I'd picked the other side most of the FOW is blown by then time I surrender and reload as the opposite side. Some of us, ah, less than fantastic players could really use the side suggestion. Also, on a different note, any chance you're working on a pseudo-campaign like Patrick Ware's kick ass "Any Port After A Storm" 6 mission series? Since normal campaigns lack any author scripting ability and have hit and miss AI unit deployment between battles, the series of missions seemed to work better at providing a continuous and more intelligent combat situation IMO. Plus the detailed briefings between battles really gave me a sense of a bigger picture than I get from the normal campaign games.
  6. I was just wondering why my men can walk through a hedge(meaning they actually move through the image of the hedge), but can't walk through brush or crops? As it stands, all ground terrain is flat against the contours of the map, but why can't wheat fields and dense brush work in the same way graphically as the hedge and look like they offer concealment?
  7. Using the map editor preview, can you manually place the reinforcements onto the map and then lock thier setup so that they always appear in a certain place with certain units before others, and the player can't change thier deployment? Is there any way to control reinforcements other than just the marker you get when editing the map(which doesn't seem to appear in operations for some reason). Also, is there any way to place burning or knocked out vehicles using the map editor? This would work great for scenarios that start with an ambush(first and last tank are already taken out when you start), but there doesn't seem to be any ability to do this that I can find. Lastly, why can't I use objective flags in operations? It would be very usefull on a map I'm now making to have some kind of reference goals to head for. [This message has been edited by Pham911 (edited 07-26-2000).]
  8. (may or may not have been covered... Did a search though) #1: I have had a tank twice so far attempt to find refuge from incoming artillery in a foxhole. The most recent time it moved into scattered trees to the foxhole(it says Located In Foxhole, FYI) when the enemy started shelling. It then tried to move to another one but got caught on some trees or something and turned around and went back in the foxhole. Two issues from this are does the tank(wrongly) get coverage benefit from the foxhole since it says it's located there, and does everything use the same reaction to artillery code? #2: Not really a bug, but weird action. Two guns(75mm infantry and a 20mm flak) are firing at my troops and are being fired on in return. Both guns decide to flee, but the crews tried to take the guns with them. So, from the center of the road two gun crews are pushing thier guns off to the woods very slowly, while at least 5 different squads are shooting at them from about 100m). Is this realistic behavior?
  9. Steve, ditto here. Rage 128 chipset(Xpert2000 card) on a PC, and no fog effects. If you're getting fog, maybe there's hope for me yet. What's your secret? The features of the chipset shouldn't be different between a Mac and PC, should they?
  10. I use the same type of tactic. Usually, instead of having a squad draw fire, I have a squad or two of infantry and a MG squad put down area fire near the enemy to suppress him, then rush a squad or two of infantry at him(avoiding the fire from my own men). It almost always results in either getting the suppresed enemy killed, or capturing most or all of them(record so far is 11 of 12 men captured). Also killed prisoners, but out of gamey necessity. HMG squads with 1 man left won't move as prisoners oddly enough. I have to bring in a company HQ, or some other light rear unit like a crew to dispose of the buggers.
  11. While reading the translation of Panzer Vorwärts! Aber mit Verstand!(at http://www.uwm.edu/~jpipes/pnzfwd.html), I noticed that #8(8. In the attack drive as fast as you can. At slow speed you can see and shoot only a little better than at high, and are much more likely to be hit. For a tank there should be only two speeds: the half (for firing!) and all out forward. This is the basic principal of tank combat!) is exactly the opposite of what I'd been doing in CM. Infact, I've been playing at Move speed and stop for firing(either manually or with the hunt command). In general, I was under the impression that without gyroscopes or some other stabalizing gear firing became more difficult the faster you went over uneven terrain, so it didn't seem to make sense to move fast and fire. My question is, does move and shoot work better than move stop and shoot? Or does this rule not really apply to CM?
  12. My system locks up when playing(and only when playing so far) Clash of Eagles. I have no clue as to why, as I never get lockups due to graphics in other games or on other maps. Any advice appreciated, as I'd like to get through more than 3 turns of this battle. System specs: 450 AMDK6 32 MB Ati Rage 128 card 128 MB Ram over 2 gigs free on HD Also, why can't I win battles that require exiting as a victory condition? I can take all objectives, decimate the enemy, move most of my men off the map, and still get a tactical victory for the enemy as a result.
  13. Also, if you have a PCI sound card that shares system memory, it can cause pausing. I know the ensoniq from creative labs does this big time. Just a thought.
  14. Try one of the following(both are reversable if you just re-install the drivers you're currently using). 1)Go to www.glsetup.com and download and run glsetup(it will download new video drivers for you). 2)go to the ati site and instead of picking supported drivers, pick the unsupported, special purpose drivers and download the one for your card. I was having texture problems with the normal ati drivers for my rage 128 card, but both of the above fixed it. BTW, once you fix your video problems, please post here and let me know if you get fog effects on any of the maps.
  15. Hi, Appreciate the quick reply. Unfortunatly, neither the Directx control panel(which I assume is the one that comes with the SDK kit) doesn't show any options that help. Neither do the advanced controls for the display properties. It's very frustrating to try to play foggy levels with no fog diplayed, as it just appears that my LOS cuts off for no reason, and unidentified tanks and such pop up twenty feet from my men when it looks like I have a clear view of the terrain. Oh, also, when playing Shogun: Total War I get excellent fog effects, which are what I assume I should be seeing in CM but can't. Sigh... Any other advice would be appreciated, and if anyone has a Rage 128 card if they could post if they get fog or not that would help too. I have done(literally) hours of searching for this one Deja.com, here, Ati's site, MS's site, etc, and all I've found is that the card displays fog in Mechwarrior 2, and in a some other games. Plus the shogun thing that I found out myself. So, why, oh why, can't I get fog in CM? BTW, is CM Direct3d or OpenGl?
  16. I can't find any info on this one, and maybe it's a dumb question... On the maps with thick fog listed as the weather, should I actually see fog? I ask because I can see rain on rainy maps, but there's no difference between fog maps and good weather maps. I also can't see the new explosions for some reason(I did put all the patch files in the correct places). System: AMDk6 450mhz, 128mb, ATI Xpert 2000. I downloaded the most current drivers for my video card, and they didn't do anything except screw up all the tree, ground, house, and sky textures(making the game unplayable), so I downloaded the other drivers I found at the site(which are unsupported special use drivers for opengl, I believe). Now I can see things normally, but no fog or explosions that are any different from the demo. Any help would be much appreciated. Oh, and yes I have the game set to full weather and smoke effects(in fact, I've tried just about every possible setting in the game, plus ran in different resolutions). [This message has been edited by Pham911 (edited 06-22-2000).] Ok, I fixed the lack of new explosions problem(didn't copy the new executable for some reason), can see all weather effects I think(snow rain), but still no fog. Is the ATI Rage 128 unable to show fog, or is there hope for me yet? [This message has been edited by Pham911 (edited 06-23-2000).]
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