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Scipio

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Everything posted by Scipio

  1. IIRC Steve once mentioned that the 'converter' is just some kind of explorer for the *.brz files in the data folder, since they use a housemade file-container format. If I understood it right, they just need to release it. I hope they will do soon, since I really must change the music of the scenarioloader screen.
  2. ...seems to be still an issue in 1.03!? I would think that those grunts in the house on ground floor level should not be able to see and hit somebody crawling close behind the wall?
  3. Sorry, you are right, my mistake! That leaves us with the issue connected to 16.)
  4. 16.) Units are not able to release aquired ammo and equiment, it's also not possible to give ammo and equipment from one unit to another. Very bad if I have selected the wrong item from the acquire list, since I have no chance to undo. 17.) I'm still missing the possibilty to order a splitted squad to merge again. In theory easy to do if I would be able to order it the same way like I order to get into a vehicel. 18.) If a squad carries a Javelin launcher, it is not shown on the equipment list, while the Javelin ammo is shown. If no soldier has the Javelin launcher actualy equipted, it's hard to tell if the squad still carries the launcher, or if the launcher is lost - for example because the carrier is dead/wounded or the launcher is damaged. Feel free to combine the fact that a squad carries Javelins it can't use with 16.) the fact that different units can't share equipment.
  5. Steve, are you sure about the saved games? I had no problems with them after updating from 1.01 to 1.02! I just ask before I continue with the campaign... [ August 26, 2007, 06:16 AM: Message edited by: Leopard2 ]
  6. I have completed this scenario in my second attempt playing as Syrian with a total victory, all US vehicels destroyed, and with difficulty set to elite. With all respect, but I think the problem is on your side.
  7. 14.) I'm missing an in-game load function for saved games. Is there a special reason why I have to return to the main menu first? [ August 25, 2007, 09:20 AM: Message edited by: Leopard2 ]
  8. 10.) Soldiers can walk through walls ... ...and they can fly BTW, when I order to 'QUICK' move on the roof of a building (seen at least in one-story buildings), the men enter the building pop up on the roof and then fall back to the ground floor. 11.) Pathfinding of grunts is sometimes strange to. I tried as workaround to give more waypoints, but the 'regrouping pause' they take on each waypoint doesn't makes it better.
  9. 7.) To give movement orders to vehicels is sometimes difficult, especially in city areas - at one point the order isn't allowed if the target point is to close to a building. Instead of plotting a movement order with points, it would be better to order movements with a transparent 3D box, so we can see how much space the vehicel needs, so we can give orders more precise. 9.) Needless to say that pathfinding is sometimes a nightmare. When I order a vehicel to move 200m from point A to point B, I can see them frequently drive around a house first or even worse things. Not to speak about the attempt to let a group of vehicels drive in a colum. The later has been requested since CMBO, and I really hope that the one thing will be fixed, and the second will be added.
  10. I apologize in advance if my points are known already. It's just a collection of thoughts and observations! 1.) Trenches disappear from the 3d view like other 3d objects as soon as you move the camera a little bit away from them, what makes it rather difficult to plot an artillery strike or locate them in general. I'm missing 'junctions' for trenches in the editor. The 'T, X, Y and +' juctions we had in CM1 for roads etc would be a good add, even if trench complexes will be more important in a later WWII title as in CMSF. 2.) Walls & Fences are both named in the editor, bud only walls are really available; in the game, walls seems to be both and nothing of it. Since this is a known bug, I asume this will be changed in an upcoming patch, and I hope fences will be added, too. Missing junctions here, too. 3.) Ruins are visually still very simple modeled. The technique behind it seems mostly the same as in CM1 since it looks very similiar; obvisously parts of the texture are simply cut out with a hardcoded 'software scissor'. Of course I don't know if this is difficult to program, but maybe it is possible to cut round holes in the wall and paint them with a torched black border, what would look a bit more realistic? Applies of course only for larger calibers... It's also very unrealistic that buildings collaps to a perfect and flat pile of rubble, even if I like that they can be destroyed level by level now. 4.) I'm missing some special kinds of buildings, such us industrial complexes, comercial buildings etc, thought they can be abstracted. But this things could be partially done relativly simply: the option to add chimneys of various height and oil tanks (or maybe simply round buildings with different textures?) can be used to build more realistic looking industrial complexes. Some flavour objects like (shop) signs, gasoline pumps and/or glas walls etc would offer many options, too. 5.) It would be a good idea if we have much more fortifications available. Sandbags, barbed wire, tank obstacles etc. Great would be if we could set the strengh of a fortification, too, or shall I better say the grade of development/extention? 6.) That's more some kind of a bug and happens at least when playing in elite level: I want to select a couple of units with 'Shift + left mouse button'. But if the first unit is selected, all other units become invisble that are not visible to the first selected unit and can not be selected anymore. [ August 24, 2007, 11:39 PM: Message edited by: Leopard2 ]
  11. Yes. Even if the games suffers very much from all the problems. But well...I always wanted to be in the beta team...now I am! [ August 21, 2007, 10:02 AM: Message edited by: Scipio ]
  12. I once had a Stryker on the right beneath house. I ordered him to move 100m forward to move over a street crossing. Before he did so, he first drove around the house once. Well, I'm not really pissed about all the bugs in CMSF. Yes, I think it was realesed much to early, but I keep the reasons in mind. I see it this way: so many people asked to be part of the beta team. BF.C made just a democratic decission: now we are all in the beta team, and we are all a little bit part of the CM development process. Feels great, doesn't it?
  13. I second that!!! A 1 minute replay function for the real time mode would be a great thing. How often do I miss something on the battlefield, just because I focuses something else! Would this be unrealistic? Maybe, but in reality I would have to be both the platoon leader, battalion commander and everything between this at the same time.
  14. Has it been answered before, too, and if so, may I please you to point me to that threat? The search function doesn't help.
  15. Hi folks, is there a way to uncompress the brz files in the data folder, or how are we supposed to mod CM sounds & textures!? [ August 05, 2007, 07:46 AM: Message edited by: Scipio ]
  16. Since I still think this topic matters: bump!
  17. I have noticed that in the "ATGM Ambush" scenario, RT mode, Blue side, difficulty set to Elite. I've ordered one of my Teams to get some additional M136 AT-4 ATM launcher during setup phase. Then I placed them back in the open. The additional AT-4s were not longer listed in the unit's inventory, but they were also not in the inventory of the Bradley anymore. [ August 02, 2007, 10:23 AM: Message edited by: Scipio ]
  18. Steve, may I point you to this thread? Seems my uestion there is related to the Borg spotting. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=52;t=002210
  19. I guess I don't fully understand the Command & Control handling and the influence of the skill settings on it: Veteran: all friendly units are always visible. As it seems, this also means that all friendly units are always in C2? The unit info always shows at least distant visiual contact, even if it is defently not the case. This doesn't make much sense for the Syrian Army; at least the manual has described in detail how poor the Syrian C2 qualities are. Elite: C2 seems correctly modeled here. However, as long as no unit is selected, I can still see all friendly units on the battlefield, and I can still give orders to all units without delay. I do understand that each unit is able to operate independently to some degree, but it seem to me that the system is different from what is written in the manual, or I'm missunderstanding. If a friendly unit is out of view, you may still be able to hold contact with a dispatcher, but this would mean a command delay that doesn't exist. If a unit is out of C2 and out of contact to another friendly unit which is in C2, it's status and position should be completly unknown, and I shouldn't be able to give orders to it. At least I understood the manual that way. If a unit is spotted first time, or has been lost out of the eye for some time, it should be even unknown if the unit is friend or foe until it is clearly identified. What leads to the next logical thing: that I order friendly fire when I order to fire on an unidentified contact (which I should be able to). Can somebody explain, please?
  20. Maybe I'm just missing something with it. Otherwise: BUMP [ August 01, 2007, 06:42 AM: Message edited by: Scipio ]
  21. I have noticed that in the "ATGM Ambush" scenario, RT mode, Blue side, difficulty set to Elite. I've ordered one of my Teams to grap additional M136 AT-4 ATM launcher during setup phase. Then I moved them out of the tank and set them in the open. The AT-4s were removed from their inventory one by one except the standard equipted one, but they were also not in the inventory of the Bradley anymore. What has happend!? This does not happen with Javelins.
  22. I think most stupid behave we see is realistic. Don't expect real soldiers to behave sensefully in much situation.
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