nick
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Everything posted by nick
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Rollstoy: ... possibly for the same reason the Allies did not use the MG42 ... <HR></BLOCKQUOTE> Didn't they? I've heard the MP40 was quite a sought-after weapon, for british servicemen at least.
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I know this has been mentioned before, but not for a while, and the answer was "maybe in cm2". Well that was a year ago and CM2 is a lot closer now so... Will dust thrown up by vehicles be a factor in spotting? I just watched The World at War about Stalingrad, there was some colour footage at the start of it that showed huge clouds of dust being thrown up on the dry roads. One scene was even a PzIII speeding along a small ridge to deliberately throw up dust to conceal infantry digging in. The dust rivaled smoke from burning buildings in size and would certainly have been a major factor in some engagements. Remember - dust brings shells nick
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Camera Controls/ Extreme Fog Of War For CM2
nick replied to Midnight Warrior's topic in Combat Mission Archive #3 (2001)
Try shift-a and shift-z. nick -
I think there is more than one stage to identification, it is not just recognised and not-recognized. The identification may be 80% positive, ie that is some sort of US halftrack or 20% ie that's a tank. I think this is most obviously demonstrated when german AA halftracks are only partially identified: the unit description is given as "SP Gun?", but on the screen the vehicle is shown as a Marder-type with the gun pointing backwards!
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CM's lack of true LOS / WYSIWYG
nick replied to M Hofbauer's topic in Combat Mission Archive #3 (2001)
I'm not sure I understand why this thread exists. The passage in the rulebook is fairly clear: if your unit is close to the building (as it clearly is in the screenshot) there is a chance a round will pass straight through. So whats the problem? -
CM's lack of true LOS / WYSIWYG
nick replied to M Hofbauer's topic in Combat Mission Archive #3 (2001)
Maybe there was a window on each side of the house? -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
I suspect that some of the good stuff mentioned here would have to wait til CMII rather CM2. If at all... -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
sorry, forum broke. It must have posted my message 5x. [This message has been edited by nick (edited 03-09-2001).] -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
ahh... did I break it? [This message has been edited by nick (edited 03-09-2001).] -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
oops, multiple post [This message has been edited by nick (edited 03-09-2001).] -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
aargh... it broke [This message has been edited by nick (edited 03-09-2001).] -
cm2 scenario editor: stuff that would be nice
nick replied to russellmz's topic in Combat Mission Archive #3 (2001)
How about a full 3D editor? I'm not suggesting BTS waste their time building one, but if they were to seperate the map into a different file and publish the file format, I'm sure it wouldn't be long before you had a host of 3rd party map editors. Like the mods at present, I'm pretty sure it wasn't BTS's intention at first to have people altering the game BMPs, but we now have an entire community of people largely dedicated to altering the game in their own little way. I'm sure that it would go the same way with terrain editors, some will be crap, and some will be good, but they can all only add to the game. I hope that BTS wouldn't see this as treading on their toes, they're fine with the image mods after all, and they would still retain control over the engine and models. (though the ability to model your own objects would be nice ) [stupid idea] And on the subject of mods, I can see a way to retain the interest of all those historical simulation geeks almost indefinitely: the ability to assign unit markings to vehicles. You'd have the entirety of 15 SS panzer divsions plus Grossdeutschland and the Afrika Korps within days of release. It's dead easy. All you need is ten bmps for the numbers plus a few assorted letters and a plane 0.0001 units above the vehicle's sides, and you're away. [/stupid idea] nick [This message has been edited by nick (edited 03-09-2001).] -
It's amazing what you can find on the internet... After a quick search for "WWII hamsters" I found some scenes from the forthcoming stalingrad epic "Hamsters at the Gates". In this scene the SS hamsters are planning their escape from the hordes of siberian hamsters furious at their depiction as lemmings in hamster propaganda.
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Hamsters? Lemmings, surely?
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OT- Ram prices for PC dropping like a stone!
nick replied to Tiger's topic in Combat Mission Archive #3 (2001)
For everything you ever wanted to know about memory: http://store.yahoo.com/directron/gloscommem.html -
Back to AI and slightly to the left a bit... Does anyone know how the AI in CM works? Is it just a long list of rules or does it use neural nets? or something completely different? I've always been curious about how the AIs in computer games were programmed, mainly because some are incredibly stupid, when others seem pretty intelligent. I guess it depends on the situation. ie a driving game must be relatively easy, cos you only have to stay on a narrow track (effectively 1.5D), whereas a game like CM has nearly 3D surroundings (like real life it's not quite full 3D, there's nothing higher than about 10m in the game), which must be a damn sight harder to model. Hey, how about a neural net AI in CMII? An AI that learns? If the game used everything it had learnt in previous games against you, it would adapt to your style of play, making for an ultra-hard AI. You would have to change your play style to beat it. On the down side, it would probably mean more people visiting the cesspool to find a whipping boy though.
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Average Age of a Combat Mission Player
nick replied to Miles.Osborne's topic in Combat Mission Archive #3 (2001)
25 -
Hmmm... T35's.... [This message has been edited by nick (edited 03-04-2001).]
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22 hours of WW2: World At War re-run starts
nick replied to M. Bates's topic in Combat Mission Archive #3 (2001)
I suspect that as the exchange rate is more like $1.60 -> £1.00 that the series would be more like $130. -
etsjcp: I too have a TNT2 Ultra 32mb based card though it's an Elsa one not a Diamond. I found that the nVidia reference drivers DID cause CM to lock up whereas the Elsa ones didn't. This probably doesn't help but I would steer clear of the nVidia drivers, at least for CM.
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You haven't put the new graphics in the correct directory. It's probably created a new dir inside the one you specified so you need to move it down a dir.