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Scipio

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Everything posted by Scipio

  1. Sergei, it doesn't work. I had this issue already in CMSF under Windows XP and still have under Windows 7 with completly different PC.
  2. I'm missing burning houses and terraine, too. I would also like to see damage on vehicels. Nice, but not important would be a single switch to turn of all 'game helps' from the screen, such as icons, text, compass etc and the control panel for an undisturbed view on the battlefield
  3. Philo and Gunge gimme word from Marjory, the all-knowing, all-seeing Trash Heap. There must be left a copy on my holy HD of old projects... I'll check this after my holidays.
  4. MAC or Windows? If Windows, which one??
  5. This won't happen. PBEM-Files in CMSF were already 40+MB in large scenarios. Beside that I really don't see the problem. Even files of that size can be exchanged without problem, if you're not using hardware and services of the 20th century. I strongly recomment to use DropBox. But it would be rather nice if saved game (normal and PBEM) files would be loaded faster, or if my system wouldn't be locked in the loading screen while loading.
  6. I ordered area fire to a tank. Target was the 2nd floor of a house. While the status text was indicating that the gunner is aiming/firing, no shot was fired. I tried several times to reposition the tank, but it doesn't helped. No friendly troops were close to the target. The tank had perfect LOS to the 2nd floor, but not to the groundfloor. I wondered if it had something to do with that.
  7. I can recomment http://www.dropbox.com very much, too, makes life indeed rather simple for the typical PBEM gamer. Instead of WinSync or a program with a similiar name, I use Windows Double Explorer.. This program simple creates a splittet Windows Explorer window. One is pointed to my CM folder, the other one is pointed to my DropBox folder. DoubleExplorer even remembers this when you close the program.
  8. Yes, I know that it is not possible to automatically generate complete maps. Just an idea to autogenerate fresh quickbattles from existing maps a little bit different. Firstly, this is only sheduled for H2H matches. Let's take a normal scenario to explain: Everything will be automatically removed/ignored except the pure map, even setup zones, objectives, AI plans. The player who setup the game now selects his edge/corner of the map. Opponent will be in the opposite edge/corner. Setup zone will now be automatically generated depending on the type of battle (as it was in CMx1). Objectives could be automatically generated to, but I think that it would work even with no objectives. The only 'objective' will be than to destroy enemy troops. Well...just an idea. IMO a map playes very different depending on the startup edge. Needless to mention that I play nearly 100% H2H only
  9. To bad that it doesn't work for ammo bearers. Would be even more realistic.
  10. Yes, that's a good point. Okay, let's accept that it is realitsic that infantry opens fire on an unbuttoned tank. Surely not realitsic is that a whole squad is forced to stay within the area of 2 action spots, what means a relative small area of 6x12 meters, making them relativ vulnerable to heavy and automatic fire. This would cause a headache to any drill sergeant in the world. I assume a 'spread out' command - one of the most basic commands in 20th century military - needs a bit more programming time? My idea would be a) different covered arcs for soft and hard targets or a switch in the combat menu to turn the option 'allow hard targets' on and off c) infantry opens small arms fire on tanks only if directly orderd to do so. Any of this solutions would be of course a problem if buildings are - in programing terms - recognized as hard targets, too... BTW, when does infantry start to throw grenades on a vehicel? In CMx1, vehicels were relativ easy to kill in close combat. I have no experience in CMBN with this yet.
  11. There is a small difference. The Germans from this interview were alreay and obviously for them discovered by the tanks. To open fire was maybe a good idea in this very situation. But I really wouldn't plant a general rule on this interview. Anyway, I would prefer to be in command of my troops and decide on my own if they should shoot on a tank or not.
  12. So, what does we learn from this? During WWII have people shot with rifles on tanks. TCs have been killed sometimes that way. This single interview is an exemplary evidence. But something here is obviously wrong modelled, since the own casualties exceed the enemy casualties by far. In realty this woud lead very soon to the order to never ever shoot on a tank with small arms. So, if the infantry is modelled correct as Steve says, maybe the tanks are spotting to good?
  13. A small note to this. All files and subfolders in the 'data' folder are loaded in alphabetic order. If for example there are two version of the same texture in different brz files*, one is named atexture.brz, the other is named ztexture.brz, CM will use the ztexture. This is important to know if you have installed a new mod, but CM does not show it in the game. In this case, you have to rename the new texture to make sure it will be loaded last, shall we say you rename newtexture.brz to znewtexture.brz * A brz file is a file container similiar to a zip file, but without compression.
  14. I've created a small mod of Marco Bergman's Vehicle and Weapon Silhouettes Mod for CMBN v5.0, altering the icons for small arms to match my own taste. You can find it on my site (link in my sig)
  15. You got it. That's the purpose. However, you ask for something that is already part of the game. If you set the rarity to 'none', rarity points are shown as unlimited. So what's your point?
  16. My experience in CMSF was different. If the spotter dies, the artillery order can not be changed anymore, it will be carried out til it's completed. I do not expect that this has been changed for CMBN.
  17. Their seems to be something wrong with them. a) I have the mortar HQ 40m away from the mortar. The mortar is 'in contact'. If the HQ gives an artillery order to this mortar, I get a delay of 7 minutes in this special case. This might be realistic for an off map mortar, but what's the idea behind it for on map mortars in contact? Me thinks there should be no delay longer than a half minute. A mortar can not give an artillery order to itself, but he can give direct fire. That's kind of odd, they should have at least control about their rate of fire. By the way, while I understand the idea behind the 'out of contact' thing, I have no idea how it works, or shall we say, how to keep in contact with the mortars. The section in the manual is a bit to vague for me.
  18. We really need back the covered arcs for vehicels only!
  19. 1) A hunt command that does not end the movement of a unit, but let them continue there movement as soon as they've lost contact. Very important in turn based games. 2) Seperate covered arc commands for ambush infantry and ambush vehicels 3) A sneak command that does not cause 'crawl', but let the men move stooped (right word? I'm not English). Less tiring then crawl, speed nearly like move, and as silent and covered as possible. IIRC, we had that in CMBO?
  20. Let us don't forget the German soldiers that died that day and do there very best to make that day worth several great computer games, if nothing else... Seriously, they were great soldiers, too, with the unlucky fate to fight for the 'other' side.
  21. That's Kampfschwimmer, I recently saw a docu about them in TV! You surely all can read German!? : http://www.zweiter-weltkrieg-lexikon.de/index.php/Kriegsmarine/Dienstgrade-und-Abzeichen/Kampfschwimmer.html Great that even such a rare troop is modeled in CMBN
  22. Hi Folkes, just a small one and not even my own work. It's the compass from CM:Afghanistan. You can download it from my site, link is in my sig.
  23. Hey raz, nice to see the CM ladder that I co-founded at the Blitz many years ago in good hands . I just joined the CMBN ladder few days ago after long absence.
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