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CMplayer

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Everything posted by CMplayer

  1. In my case I think the cursor is actually there, but the black box is in front of it. I can just see one of the cursor's white outlines running down the left side of the box. Somebody else mentioned the same thing in another thread. Everything seems to work okay so far, but in some cases I have to put the upper left hand corner of the box over whatever it is that I want to click on. </font>
  2. I agree... and I'd like some polite lessons myself. (I'm good at it in RL, believe it or not). It's just that as a reader, I find it as or more obnoxious to hear you telling him off, than to read the original post. It's not your place. On the GF it's one thing, that's a friggin free-for-all food-fight. But the fact remains, he started a thread about a legitimate question. Now we're finding out that it's a lot more subtle than it might have appeared at first. Fine. That's great. At least his post got that started, even if you don't like how it's worded. This kind of thread always happens when a new CM is released. And it's in these kinds of threads that we get to learn the most about how the game is put together: the 'designers notes' as it were, where the developers jump in and explain their thinking, how they worked and so on. So sure, polite is better, but anything that gets the ball rolling is fine. [ November 20, 2003, 12:35 PM: Message edited by: CMplayer ]
  3. Yeah "effort" was the wrong word. "Prioritized" is more what I meant. There are so many issues that must be competing for attention. IMO CM has been groundbreaking... but could only really focus on a subset of all the interlocking systems. Sooner or later they'll all be up to the level of the best ones, and then... well who know's what it'll be like.
  4. That was uncalled for. We're paying customers, not the cheerleading squad. He has every right to express his concerns in the way he did IMO.
  5. BFC has never appeared to have put much effort into pathfinding AI of any sort, including how units rout. Or rather, tactical wargame pathfinding is an incredibly complicated set of problems that could be the subject of months or years of study. There are only so many hours in the week. It's that limitation which you're seeing. Which is also why I think they would have been better off letting broken troops just stay put. The overall effect would be more successful. On the other hand, it's worth remembering that if you had a God's eye view of a real battle you would probably wince every five seconds over the 'insane' and 'unbelievable' things people did. The replay button, and flying zoom give us that point of view. [ November 20, 2003, 12:44 PM: Message edited by: CMplayer ]
  6. I actually thought a lot of the American voices sounded too modern. Almost like surfer dudes (well, not quite). Well, what it sounded like was a bunch of generation X-ers trying to sound like WWII soldiers. The effect is about the same as when a 19 year old valley girl brat-pack actress tries to play Marie Antoinette. A bit hokey if you ask me. [ November 20, 2003, 12:06 PM: Message edited by: CMplayer ]
  7. Although at some point, the rest of the guys left in their hole just aren't going to 'skedaddle'. So the entire squad shouldn't dissolve, perhaps only a part of it. Those who are left are those who realize that you don't bolt over open ground in an overrun situation. That is the equivalent of certain death.
  8. In that case, could one not add up his own point totals and work out his own level of victory? A nuisance, I'll agree, but not as bad as if all the numbers were spoiled. </font>
  9. One thing I was wondering about was this: Isn't a common reaction when troops Break (IRL) that they just hide as deep as possible in the bottom of their hole or trench? In CM in general, it seems to happen a bit too often that they jump up out of their holes and make a run for it over open ground. I'm not saying that that sort of thing doesn't happen—after all panicking people do that instinctively—just that the curl up and wish it would all go away response is just as common. I'd like to see some sort of 'go to deep cover' response for broken troops in foxholes or fortifications, where they would become almost impossible to hit with direct fire, but wouldn't move or be able to spot anything or return fire. They would just lie there until they either rallied or were wiped out by enemy closing to grenade range or closer. (or VT artillery, or truly earth-moving HE) [ November 20, 2003, 11:47 AM: Message edited by: CMplayer ]
  10. Thanks guys. I just checked, and I've got the same card as REVS. (and I get the black square, instead of a cursor)
  11. The sounds were really nice, and added a lot to the atmosphere of my TCP last night. I was just wondering if there's any possibility of sinking the relative volume of tank engines, and increasing the volume of light and medium mortar explosions. (and perhaps some other arty as well). Being under exploding arty should sound loud as heck---especially if the camera is positioned right under where it's hitting. I realize tank engines are loud, but they drown out everything in a way that, while perhaps realistic, can be as irritating as maybe those flies were. This comment originates mainly from CMBB, so it might not be as much of an issue in CMAK.
  12. You needn't feel you need to justify yourself in that way. People who call legitimate questioning 'bleating' are the ones who are in the wrong. You have discovered an extremely serious bug and rightly pointed it out. [ November 20, 2003, 05:55 AM: Message edited by: CMplayer ]
  13. I have the same problem. Out-of-the-box Power Mac G4 933. Don't know what video card I have... just whatever comes with the thing.
  14. Patch idea: A 'Mercy' parameter susceptible to adjustment by the scenario designer. </font>
  15. When you have a shoot&scoot order, you can even manually target something that's out of LOS, to get the turret lined up in advance of your cresting the obstacle. At least that's how it seems to me.
  16. Frühlingsvind spoilers: Well I just TCPd Frühlingsvind, as the Americans. My opponent was smart and didn't commit his reinforcements piecemeal. They all crested at the same time, and engaged my armor at long range. Needless to say there was weeping and gnashing of teeth. But there were kodak moments. A halftrack rammed a gun position, got blown up by the gun at the last second, and ran driverless over the gun, causing the crew to flee. Halftrack crew squirms out of the wreck and uses their pistols on my gun crew. Next turn everyone opens up on the dastardly crew... and under cover of the distraction, Mr bazooka takes out a PzIII. YES! He KOs a panzer III and ESCAPES to tell the tale. I have played the game, and Boo is still flipping burgers at his job. Bwa, ha ha. The sounds were great, the graphics beautiful, the gameplay superb, the scenario, truly evil. [ November 19, 2003, 05:42 PM: Message edited by: CMplayer ]
  17. Okay the baby's head is actually sticking out now... any second... Oh and thanks rune. Thanks to you too Soddy Oneirogen: IP sent to your mail
  18. Okay, how about you look in my profile (ignore the joke picture there) and send you email to my email. Then I can send you an IP when I've got it installed (soon). Sound okay? Oh and which scenario do you prefer? I wouldn't mind the desert... since that's the new thing...
  19. By the way, who should host? My machine is 933mhz and I have 55KB/sec connection. [ November 19, 2003, 01:34 PM: Message edited by: CMplayer ]
  20. Someone out there want to give it a whirl live? Let me know right here, or send me a mail. (but I won't be checking mail till the download's done, in about 15 more minutes)
  21. Twenty minutes left... which means I will be playing it while Boo is still slaving away at work.
  22. Grrr... I just had it 75% downloaded, but had too many apps open at the same time and managed to freeze up the computer. Starting over...
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