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SenorBeef

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  1. A small request, but ideally a small fix. Have the game engine 'remember' what state the kills/stats window was in when it was closed (that is, whether it was displaying kills or stats). Normally, this is a minor issue, but it's been annoying me lately at one point: At the end of the game. Now that we have FOW-free end of game kill screens (thank you), I go through all of my units to see how many kills each gets. The problem is that, because the kill window takes up a third of the screen, and I can't tell which unit I'm looking at, so I have to close the kill window to get a better view. Well, when I open it again, it'll be in 'stat' mode, so I'll have to manually click the kill mode again. Once or twice, no big deal - but I usually have to do this with 75%+ of my units at the end of the battle if I want to see their kills, and so it's quite time consuming. If it stayed in kill mode after it was closed, I could just hit enter, view the location, and hit enter again. Or, failing a permanent toggle state, a key or key combination to switch it to kill mode, which would be quicker than using the mouse. Oh, also, put me wholeheartedly into the "Toggle option for old CM scroll/camera movement style" camp.
  2. CMBO didn't model vehicle morale, so there were no "broken" vehicles. Only abandoned and knocked out ones.
  3. I'm guessing tank crossings were 'operational' movements, rather than tactical - with engineer support and everything - and would be inappropriate for an ongoing battle. Could be wrong.
  4. I believe the manual says that the whole platoon stops as soon as one squad comes into contact - and that has been my experience. I was playing in a game where I was trying to attack an enemy position in the woods. I couldn't see them directly, but I knew they were in there - so I gave all of my squads independent move to contact commands through the woods. Well, the lead squad spotted the enemy platoon - and the whole platoon stopped. Only the lead squad was in LOS of the enemy troops - the others stopped out of LOS. Which meant the whole enemy platoon could concentrate fire on that one squad. Very unpleasant. Anyway, I think this removes the usefulness of the command. The idea behind the command is that you want to move your squads into position where they can attack enemy that they don't yet see - typically through woods and such - but the whole platoon stops as soon as anyone is spotted, typically leaving one of your squads to fend for itself. It would seem much more logical to have the contact command evaluated on a per-squad/unit basis - that way, your men would move until they all made contact with the enemy, and you could bring the appropriate force to bear. It makes more sense. Perhaps when they're given a move to contact/hide command, where they want to maintain stealth, in that case, the whole platoon can stop when one squad makes contact - but the current setup makes move to contact entirely useless for me.
  5. The cease fire feature in CM, if done by both sides, ends the battle - so it definitely is an official cessation of hostility. I'm pretty sure the cease fire option has no affect on the way the AI plays, other than whether or not it accepts the cease fire.. so I think you have a false impression of what the cease fire feature does. My guess is that signally for a cease fire publically signals weakness. If both you and your opponent are out of steam, and aren't really sure how much force each other has left.. and you signal for a cease fire, the enemy might feel confident enough to destroy you. Whereas if you both (secretly) request one, it'd go through. Well, that's my only guess. If that's the case, an option for secret or public cease fires might be nice.
  6. Not true. Granted, he has to hop into the gunners seat to make a shot, but being buttoned up represents closing and locking all the hatches.
  7. Well, the demo only has a certain set of units and textures and stuff for terrain - so if they only released a new map, we'd only be able to play on the same terrain with the same unit types.. they'd have to release an 'update pack' or something if they wanted a significantly different mission.
  8. Oh, and if you're making a new waypoint, backspace won't clear it. You have to click to place it, then delete it. In CMBO, if I remember correctly, hitting backspace while placing a waypoint will 'negate' the command, like hitting X when placing a target will get rid of the targetting line.
  9. The mouse scroll areas on the screen are somewhat broken. I mean.. when you hold it to the top right, you turn right and move forward, right middle, you turn right, etc. When the mouse is moved to the bottom left corner, it moves back and turns left properly. But when moved to the lower right corner, nothing happens - no screen movement. The whole corner is dead, not just the very edge of the corner, and so "back" and "right" movements in the area also don't work right. Also, the 'zones' that control which way you move seem to be slightly changed from CMBO.. if they were adjusted to match it would make my CMBO habits properly move the CMBB screen.
  10. First post in 2 years. I just wanted to be one of the firsts on the new forum.
  11. Spoke too soon, just found it in the archives: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=16;t=019304
  12. I brought this up a while back here. BTS weren't friendly to the idea of exporting battle results into a text file. I tried searching for the thread, but I can't find anything I've ever posted here - it looks like they lost or reset the database since I last posted here, which was several months ago.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Iron Duke: **Bump** Just getting is out of the "ether" guys. Just as a side note...is there any interest out there for a third AKoTM? If so, please chime in. And remember...I need 32 souls for this. Out. [ 09-09-2001: Message edited by: Iron Duke ]<HR></BLOCKQUOTE> *grumble*
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