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russellmz

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Posts posted by russellmz

  1. Originally posted by bowman74:

    Does anyone know if CM:BB will be able to handle more drastic elevation changes, such as mountains (or at least the foothills of mountains) on maps? This wasn't much of an issue with CM:BO but I'm already looking at situations where it might come up in CM:BB.

    Thanks,

    Kevin E. Ford

    CMMC

    cripes, you can make some pretty impressive mountains with the 5m elevation change setting in parameters, and with 20 possible elevations your tanks are gonna be aiming at a pretty high angle there...
  2. Originally posted by MacFreeman:

    Seems to me I saw something a while back about a Mac version of DFDR that was supposed to be posted on the internet. Did it ever make it there? And if not, is there some FAQ-like thing out there that would guide me through the process of converting it myself? :confused:

    http://combatmission.com/mods/macmodmanagers.asp

    the above link goes to some programs that help with converting bmps to mac friendly things- your friendly ignorant pc user

  3. Originally posted by Captain Wacky:

    </font><blockquote>quote:</font><hr />Originally posted by Michael Dorosh:

    Then I remember a comment I read recently about CMMOS - some guy wondering about changing out camo types - and so the next question is - what if CMMOS could be made into a randomizer like I just described; where it would select colour schemes for modded bitmaps according to selection criteria outlined by the player?

    I don't see why not. Just make a program that randomly picks from a certain set of .bmp names. Really not much different than current CMMOS, except in this one you're not choosing the specific scheme.</font>
  4. i made a really pretty map for my scenario Invasion America. then i took all the improved ai behavior tips i could apply to that scenario. now it is playable only as the US, but it is somewhat challenging. i got germans popping up everywhere, i got signals, i got readings, i got movement all over the place.

    anyone want to test it? (it is not the one at my website, that is the old version)

    be sure to play it as US first.

    russellmz@hotmail.com

    [ April 20, 2002, 12:35 AM: Message edited by: russellmz ]

  5. Originally posted by Pak40:

    I think that either you have an unpatched CM, the scenario was made with an unpactched CM, or this is just some wierd isolated event.

    [russellmz smacks self in head] doh! i had made/started that map for a different scenario i eventually trashed way the hell back. could very possiblye be before the last patch...
  6. Originally posted by Traject0ry:

    I'm tired of swearing my 'ead off with scenario projects and a game engine difficulties...

    So here goes and help me God if all this people around here is of no use:

    Super morale?

    As it is most armies consider units suffering 20 percent casualties in a days fighting to be rendered "combat inefficient" and after 50 percent casualties as "unfit for any operations." In CM:BO troops suffer 80 percent casualties, refuse to surrender and manage to put up a fight?

    yeah cm troops are fairly tough. use green/conscript troops. and watch out for double bonus officer hqs.

    Originally posted by Traject0ry:

    Quick sand?

    How come the tracked vehicles tend to get stuck soooo easily on the wet/clear terrain. It is ofcourse a fact that many vehicles were immobilized during combat but more often the reasons were engine problems or lack of fuel. It is also very likely to get stuck on deep mud but the "in-betweens" to dry ground seem to jam the vehicles with looming certainty after several rounds of gameplay.

    use fast or hunt to go over risky terrain. it actully decreases chance of bogging (for fast, hunt i think)

    Originally posted by Traject0ry:

    Damaged vehicles?

    I can (and do) delete squads and support weapons from the platoons and even split the squads in two. I can also change the amount of ammo carried by the troops. What I can't do is to simulate earlier damage on the vehicles (I can knock out the main gun by reducing it´s ammo to zero) which could simply be done by allowing immobilization or percent damage to armour. Even locked-up units dug-in can be set up as normal vehicles by the more innovative player. Damn...

    place the tank somehwere in preview, then in the editor drop a rough/rubble tile over it. voila' immobilzed sorta. it can still rotate. percent damage to armor is a bit odd i think since there is no guarantee it gets hit in the same place. plus it is not likely to happen that hitting twice would have an effect for most engagements. for example a sherman hits a panther in the face twice with a 75mm in the same spot.

    Originally posted by Traject0ry:

    Balsa buildings?

    Well, I've read about long battles where the defenders were firmly set in defensive positions in heavy stone buildings. After hours under heavy fire the damaged buildings still stand. Not in the CM:BO universe. It would be nice to see even one building standing 15 rounds from 105mm gun witout going up in smithereens.

    fewer HE rounds for tanks?

    idea i just thought up: put a tall stone bridge in front of a building. does that affect the firing of inf guys inside?

    Originally posted by Traject0ry:

    There is also a list of sad gaps in the "fortifications" list of the game but that and a few other problems can wait.

    The turn-based game is fun and many scenarios are enjoyable. Please help me to overcome these few difficulties and I'll be a happy customer...

    Thank you in advance!

    hope that helps.

    sounds like you put a lot of time and care into scenario making. let me know when you got one made up!

    [ April 15, 2002, 01:53 PM: Message edited by: russellmz ]

  7. Originally posted by mchlstrt:

    A Big General Concept: How black is 'Black'? Some people use very dark darks (&/or very light lights) for a dramatic, contrasty look. Others keep their ranges closer for a more subdued, naturalish look. You find that sometimes two Mods that look really good by themselves make each other look a little funny.

    A piddly little aggravation: What color are Hands? We have 'normal' & 'subdued' Terrain. We have 'normal' & 'subdued' Faces. We have Uniforms, period. They come with Hands. On the Unis I really like, they seem to be whatever color makes the Faces I have loaded look funny.

    I can make up some more stuff later if this topic seems interesting to y'all.

    Strt

    yeah the separate hands thing is kinda annoying. plus you can't drawfingers on them!

    i like the natural subdued look myself.

  8. Originally posted by CMplayer:

    Most important bonus is morale.

    HELL's YEAH. with a double bonus morale boost your regular inf squad is now crack in terms of morale. who cares if his firepower is below that of crack, if they got the staying power to duke it out for the long haul they will kick butt.

    i had a pbem where my platoon of regs with double bonused morale held off smg squads while being shelled by a stuh. one squad fought down to the last man with out breaking in a house against two smg squads. i was able to move the other squads in close under fire and kill the crippled smg squads in the house and then back off from the stuh until it was destroyed by a rear hit by an m10.

    there were 20 craters at the platoon's position. one squad totally wiped out, the other two had 4 and 8 i think, and the hq had one guy left.

    double morale is the coolest bonus ever.

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