russellmz
Members-
Posts
1,649 -
Joined
-
Last visited
Everything posted by russellmz
-
THE DREAM LIST FOR CMBB and BEYOND
russellmz replied to Sargon's topic in Combat Mission Archive #4 (2002)
i am guessing these: 2) Better machine guns 3) Better strategic AI from computer 4) Better TAC AI 8) More doodads to break up the open ground OR more detailed terrain modelling 9) More interactive environment 3. Convoy command (to make them armored waves easier to plan) 2) Model the Dud rate for all ammo (NOT every round always exploded as they do in CMBO) 1) Different explosion sizes depending on caliber. 2) No mirroring as a shortcut for left/right sides of things. No more tanks numbered 808 and named ANNA. 4) Redundant file numbers and images for common objects. If you have five sets of identical church textures and five different sets of numbers, eventually it will get modded so that if you have a map with five churches, you'll have five different churches. 7) No annoying small but ever-present hard-coded weapons that can't be modded. 1) Beaten zones for MGs 2) Linear artillery concentrations 4) Harder spotting of AT guns and Infantry AT weapons 2) Ability to interchange maps between "operations" and "battles". Individual sounds for every weapon. Movies that cover an entire battle. Fully exchangable on the internet. Fully viewable once downloaded. Of course optional Axis FOW, Allied FOW or none. recorded artillery targets (tenfold size of current TRP) 4) More building types. I know the EU like standardisation, but only five building types is silly I like the idea of the redundant textures too, as suggested above. 3) Why can't I load a map into a Quick Battle, or choose my units in a Scenario? 6) 'Hold fire' command for tanks (no, I don't want them to shot on a tank, 2000m away, while moving with full speed) Randomize ALL command delay & LOS numbers. 3-D clutter (civilian cars, wagons, airplanes,train cars, etc.) than can be blowed-up real good. - Better handling of building damage. The 'winds are a bit too nasty here. - Smarter "finding cover" logic for infantry. - AT teams that are far less likely to interrupt their sneaking to take an unrealistic frontal shot at a tank some 100m away. If they can estimate the hit/kill probabilities, they should try to behave sensibly regarding such. This is particularly galling I'd like to have new sounds like: Infantry squads that when routed don't run towards the enemy. * Trench tiles * Fences * Church towers that can be occupied * Industrial type buildings Tanks leading a target. Flying turrets. Seeing the aircraft fly past -
well, im cm the higher up officer is good only for spotting for units or taking the place of dead hqs. doesn't mean he can lead the squads better. and the experience is not based on the organization. so americans are not more heroic than germans, and ss are not better than volkstrum: you can have vet volk and vet ss. but to sim real life you want vet ss and green volk.(generally)
-
The Mud, the blood, and the gear
russellmz replied to Bruno Weiss's topic in Combat Mission Archive #4 (2002)
http://www.battlefront.com/discuss/Forum1/HTML/012864.html -
MODs & MODers Update: April's Fool
russellmz replied to PawBroon's topic in Combat Mission Archive #4 (2002)
"servers were hacked and site will not be available for days". can't believe i fell for that! LOL that got me real good pawbroon. (btw, like ~50% of the board population you misspelled my name: 2 "L"s ) -
all you got to do is hit reply to the "scenarios" faq section and copy the quote part to a post here. then you can bump it up, and more importantly, add questions.
-
A few beasts, or a swarm of tiddlers??
russellmz replied to Major Catastrophe's topic in Combat Mission Archive #4 (2002)
try this link for tips... http://www.battlefront.com/discuss/Forum1/HTML/013384.html -
can't wait for those tanks(especially the whirlbewind and hotchkiss!) hey pawbroon, if i want to send a mod for you to preview i just have to send you my mod zip file right?
-
Hey BTS, wher e is the jeep movement sound?
russellmz replied to Captain Wacky's topic in Combat Mission Archive #4 (2002)
'doh' it is the sound or 'doh' bump? i changed the sound of that wav and it changed in the game, so i'm pretty sure that's it. test [ April 07, 2002, 12:55 AM: Message edited by: russellmz ] -
hehe the jumbo: nothing like it for making an axis player feel the fear a sherman 75mm-using allied player has. i made a scenario months ago where the universe was reversed and the axis had superior numbers and the allies had the heavy tanks. located at my website below. (Invasion America)
-
Hey BTS, wher e is the jeep movement sound?
russellmz replied to Captain Wacky's topic in Combat Mission Archive #4 (2002)
00000135.wav - wheeled vehicle movement? -
High-rez skies wanted
russellmz replied to Michael Emrys's topic in Combat Mission Archive #4 (2002)
b4 you do a massive download, make sure: i got a screenshot here of the dusk: http://www.russellmz.20m.com/main.html -
High-rez skies wanted
russellmz replied to Michael Emrys's topic in Combat Mission Archive #4 (2002)
you can download magua's normandy mod and get his super cool dawn/dusk and blue skies. -
How do you handle SET UP
russellmz replied to Louie the Toad's topic in Combat Mission Archive #4 (2002)
i think we can all agree that if the initial setup had the platoons organized with the HQ behind the squads and similar units grouped together, and the in a few more lines rather than one long straight line that we would all be happier, regardless if we like to just hit GO or spend half a day on setup. -
How do you handle SET UP
russellmz replied to Louie the Toad's topic in Combat Mission Archive #4 (2002)
i think we can all agree that if the initial setup had the platoons organized with the HQ behind the squads and similar units grouped together, and the in a few more lines rather than one long straight line that we would all be happier, regardless if we like to just hit GO or spend half a day on setup. -
Biggest shortcoming of CM system
russellmz replied to BlackVoid's topic in Combat Mission Archive #4 (2002)
what they mean is, use the LOS tool to see how far you can see through the woods. (the orange part is what you can see) so if you can see about an inch of orange through, then that means the area of about an inch from the dangerous "enemy" edge of the woods is where any bad guys can see you. -
if you got pc use sound recorder to reduce the volume by 25% until you get what you want. be sure to convert the wav properties to Mono 16 bit 44100 samples. my faq has a link to a sound map so you know what file the rain is.
-
With a little help of my friends...
russellmz replied to McAuliffe's topic in Combat Mission Archive #4 (2002)
EXCELLENT! you got some really cool stuff in there. i like what you've done. that underpass thing is great! can't wait to try it out. but i like to complain so here are a few you left out a few other good tricks: bridge demolitions (mine using engineers & enemy mines and panzer leader's with arty spotters) 3D rubble putting guns in houses and other stuff i got in my faq: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=1&t=022118 again, great site. -
Biggest shortcoming of CM system
russellmz replied to BlackVoid's topic in Combat Mission Archive #4 (2002)
you are being a little argumentative here. one big complaint about cm is that infantry running over open tiles are NOT exposed enough for mmg guns to cut them up. and the option to go from one heavy building to another was not "removed" it just was never put in. this was a game engine limitation that BTS probably could not fix until cmbb (although they use the same engine). annoying, but livable.