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russellmz

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Posts posted by russellmz

  1. Originally posted by Madmatt:

    I counted at least 25 things listed that ARE already in CMBB.

    ;)

    Madmatt

    nope, I aint saying which...

    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

  2. Originally posted by Pud:

    ....doesnt captains etc have a better chance of having higher bonuses than junior officers? You would think , in reality, that the more senior the officer ON AVERAGE that they would possess higher bonuses (especially moral or command). Ok Ive known officers in real life who have the persona and ability of a piece of roadkill, but Im taking average here. Should this be reflected in the game? I would also have thought that elite units (Fallschirmjager etc) would also have a better than average officer when compared to reg infantry. Thoughts?

    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)

  3. Originally posted by Canuck:

    Oops I see that the general forum FAQ does refer to scenario questions. Still, I believe that the topic deserves its own, more detailed FAQ smile.gif

    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.
  4. Originally posted by Warmaker:

    Aaah, the Jumbos. They can be a surprise if you're not used to them. While more protected and better armed than the average Sherman or Sherman '76, the Jumbos along with the Fireflies live a truly hazardous life. The moment one shows the tip of its nose in battle I fully ensure every long barrelled gun is pointing it's way!

    A short glorious life!

    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)

  5. Originally posted by ianc:

    Hmmm... I guess I'm just not doing a good job of explaining it. Being an infernally lazy git, and not wanting to hijack this thread any further, I'll decline to carry it on. If I can summon sufficient vestiges of gumption, I'll try to start a new thread on this in future to better get my point across. Thanks for the comments Andreas and Moon,

    ianc

    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.
  6. Originally posted by McAuliffe:

    ...I have put a page together with tips and tricks of scenario design and map making.

    If you're new to the scenario-design or if you want to improve your skills, please check out this page.

    How to avoid those bumpy roads, how do I make the AI advance his forces, where do I find OoB information and many other tricks you can find at :

    Tips and Tricks of CM Scenario Design

    Many thanks to wwb for his helping hand.

    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 tongue.gif

    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.

  7. Originally posted by M. Bates:

    Perhaps CM needs more micro management options. Such as the ability to dig in whilst in woods. It's stupid that infantry who have been stationery in some woods for five turns are not better fortified than enemy infantry who blunder right into their position.

    Infantry can enter a building from any angle. But what about doors and side windows? If two buildings are right next to each other then why is the option to go directly from one to another removed?

    Also, why is infantry in open ground so hopelessly exposed to enemy fire? The only way that infantry are prevented from getting cut to bits is by having maps full of bumps, hills and mounds. That is not realistic. At the moment CM maps are either lots of impenetrable forest or billiard table-like expanses of freshly cut grass.

    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.
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