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CMplayer

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Everything posted by CMplayer

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Wanderer: 1005.wav : doesn't really sound like he wants them to move. More aggression in the voice is needed. <HR></BLOCKQUOTE> The lack of aggression is what makes it so brilliant. It sounds like a prep school 15yr old after losing at tennis to a girl for the 80'th time. I don't know why, but for some reason it works great together with the rest of the stock voices. --Rett
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by Wanderer: The irony of war. I like that.<HR></BLOCKQUOTE> Spoiler! It's a nice turn of phrase but very frustrating....Suppose you've advanced an ELITE infantry battalion something like 800 yards through brushy terrain, pushed through foxhole positions under enemy supporting mortar fire, run into a 150mm infantry gun in a woodsline and seen many of your boys blown to smithereens. Finally having taken out said gun with 2" mortar fire (praise be to the 2" mortar!) and cleared out the enemy foxholes you huddle up behind a slight rise to rest up to assault the wooded ridge. Your only arty support, 27 rounds of 3" mortars, is already gone in a uselss attempt to take out the same gun above, so there's no smoke. 81mm artillery starts raining down and maybe some 155s and 150mm rockets, F*ck! He's got the defilade covered with massive indirect HE! Well, fine! You'll start the assault early then! We kick a**! Esprit de corps. Charge, tired, into the woods. Left flank arrives and is decimated by infantry within 3 turns. Right flank, about 2 COs makes it in all right. Sweeps ahead to map edge (looking for hidden enemy) then pivots to approach VL. Very bloodied, you finally make the flag turn Canadian for a grand total of one turn. At 25% moral, more and more fresh Germans keep arriving around the VL, the woods are on fire, the men are forming a ring, and the impertinent enemy bastards have been able to move 2 HMGs out into the open ground in front of the wooded ridge (which you just charged over) to get clear shots back into the VL area! So where is that platoon of Shermans? Where are those guys? Hanging on, tatters of Elite troops finally hear the tanks, 1km away. On the last turn of the game, the Shermans arrive with a few platoons of infantry. The tanks take a few shots at the exposed HMGs, overshoot and cause some friendly fire casualties in the woods. Flag contested, German tactical victory. You feel you've been buggered. The historical result was about the same, acc to the text with the scenario. One mighty gaming experience, especially against the AI. A no-frills, simply-designed historical, with a kinda sick ironic twist to it. --Rett [ 07-24-2001: Message edited by: CMplayer ]
  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Stalin's Organ: And a Daimler took out a MG bunker at 1001 m with it's first shot! <HR></BLOCKQUOTE> I've also recently noticed that Daimlers are really supernaturally fast at taking out wooden bunkers, using only AP rounds. That little armoured car seems to have a very precision weapon. I'm not sure if this result is realistic or not. More input would be interesting. By way of reference, someone recently pointed out that Stuarts were good against bunkers because of the precision and ROF of the 37mm gun. A Sherman 105 OTOH can get near misses all day, and the blast won't do anything. --Rett
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzerman: I have done a few of them. My server only allows files under 2 Mb so its in two files. <HR></BLOCKQUOTE> Wow...the sensation of Clint Eastwood type action is really enhanced! Fine job, ol boy, keep em coming. :eek: BTW, while you're at it, could you do Goofy saying 'hyuck hyuck hyuck' to replace the 'burn mother!' or 'nailed him!' voice? --Rett [ 07-23-2001: Message edited by: CMplayer ]
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Maximus: Candyland Mod? I think someone is either has way too much time on their hands, lost his mind, or has let his kids get the best of him. <HR></BLOCKQUOTE> All three of the above...it's summer vacation, I've got a 7 year old boy who plays CMBO, and I never had a mind to start with. Anyway, I see this as a chance to learn how to fiddle with graphics files and have some fun at the same time. Drawing food isn't easy. Try it yourself, and try to make it look _edible_. Good luck. But seriously, the figures that are carrying Bazookas, 'Shrecks are the same as the regular infanty. And for the last time, PROJECTILES of every kind are HARD-CODED! Thx for the info, but it's so sad to hear that. BTS should really do something about it. Max, would you ask them for me? Maybe they'd listen to you. :confused: --Rett [ 07-23-2001: Message edited by: CMplayer ]
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Soddball: I don't know whether to laugh or retch. Sounds - different. I was thinking of doing something hideous to the tiger tank in a Mod, and I urge you to hideousise the land. It could become cult <HR></BLOCKQUOTE> I'm on it...now...do you happen to know where I can find a decent art/painting type program for a mac, like for free....? --Rett
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Kurtz: Check out this: http://www.battlefront.com/discuss/Forum1/HTML/013986.html it is not exactly what you're asking for but it has candy canes and Coca-Cola.<HR></BLOCKQUOTE> I saw that when it first came out but forgot about it. Thx! That's probably where the idea came from. It's a nice start anyway, if the stuff is still available. BTW, why do you guys always put a burning sherman in the picture when you show off your newest big cat mod? --Rett [ 07-23-2001: Message edited by: CMplayer ]
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pvt. Ryan: I was working on a Kelloggs cereal mod package, but all I have done so far is the "Tony the Tiger."<HR></BLOCKQUOTE> Sweet! It's in. I just figured with all the talk about 'eye-candy' on that other mod thread, it would be nice to do the real thing. I'm really hoping to get DeanCo onto this one... You've really got to keep working on the Kellogs package. 'Tony the Tiger' rotfl --Rett [ 07-23-2001: Message edited by: CMplayer ]
  9. Anyone have any ideas they can give to help on the mod of my dreams? A complete candyland conversion for CM. Terrain, vehicles, men, interface, the works. For example: gingerbread houses (very German) tall candy-canes instead of pines, cotten candy forests, rivers of chocolate syrup, swamps of jelly, yellow brick roads etc. Flamethrowers could shoot whipped cream, tanks be painted gaily (to say the least), squads be of children or gingerbread men, antitank teams wizards. Instead of satchel charges they could throw pies, or is that hard coded? And I'm sure we can work in the obligatory clowns (for SMG squads, perhaps) The sound mods, will of course be a cacophony of sproings, bloops, heehees and splats, with a lot of smacking of the lips and itchity glee when tanks are nailed...like bambi, thumper and that nice skunk all jolliferous at once. That's all I can think of at the moment. You get the picture. Any other ideas? --Rett [ 07-23-2001: Message edited by: CMplayer ]
  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by Kanonier Reichmann: If your tank crews are doing Goofy stuff do they make a sound like "HYUCK, HYUCK, HYUCK" when they nail enemy units? <HR></BLOCKQUOTE> Do the mod and I promise to install it
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzerman: With the Normandy scenario Pack still in the testing stage I though I would put this histrical battle together. It has a Canadian battalion from Montreal, attacking Verrierres Ridge on June 8th 1944. [ 07-22-2001: Message edited by: Panzerman ]<HR></BLOCKQUOTE> Warning for spoilers! I just played that scenario and would like to comment a little bit. In the briefing it says 40 turns, but then it actually is only 30 turns. That means that the reinforcements arrived on turn 30, the last turn of the game. Was this some way of showing the 'irony of war' or is it just a mistake? Otherwise, quite challenging. The AI used its arty better than usual, and I lost; the Germans getting a tactical victory. But I was in a hurry, having only 30 turns, and I didn't expect to keep meeting so many fresh troops in the woods. BTW, there are a lot of errors in the briefing. For example it should read 'itself' not 'it self', and similarly. regards, --Rett
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by Gen-x87H: I had a KT once fighting a Sherman at 600 meters. The Sherman dropped smoke. The KT decided to turn towards infantry and the next turn the Sherman got a side turret penetration eventhough the KT was fighting the Sherman not more than 1 min ago. <HR></BLOCKQUOTE> Serves you right for buying a KT. You would have been much better of with two normal tanks. You know, not putting all your eggs in one basket and all that. --Rett
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by David Aitken: but where it simply embellishes present information with innaccurate and emotive graphical fluff, it is in my opinion undesirable.<HR></BLOCKQUOTE> This is the reason I hate the little note in the AAR saying how many of your casualties were 'KIA'. Since the number is generated arbitrarily and is not affected by whether artillery falls on the wounded, or they are trapped in burning buildings, etc. it is also just a cheesy bit of numerical fluff, IMO. --Rett
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Wildman: For those lackwits who have "Do a search" on a macro key. I tried, I waited, I waited, I waited, page didn't load. <HR></BLOCKQUOTE> Besides, all these questions can be taken up anew. Anyone who objects has probably been around here too long. --Rett [ 07-22-2001: Message edited by: CMplayer ]
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Tiger: and stop reminding me of me CMPlayer <HR></BLOCKQUOTE> No hard feelings Tigger...mod on --Rett
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by David Aitken: There is, however, a distinction to be drawn between bitmaps which serve to make the visuals more realistic, and bitmaps which serve simply to sensationalise what is there. A realistic bitmap of a tank or a soldier's uniform is indeed important, but a bitmap of a 'dead' soldier with blood or bullet holes or whatever is simply unrealistic and unnecessary. It is conveying inaccurate information – blood for the sake of blood, which provides you with no relevant information which you didn't already have. You can argue that it improves 'immersiveness', but then so would no end of graphical fluff which BTS could have wasted their time programming.<HR></BLOCKQUOTE> There are definitely two sides to this game: the tactical wargame and the combat-movie generator. Where they overlap is when the film (and soundtrack) provide information via effects which is necessary to playing. This is especially important if you are under certain constraints such as: 1)A short time limit in a TCP/IP game 2)Franko's ultra fog-of-war rules. The former requires a good ability to interpret the sounds, whereas the latter will probably be easier with higher-res graphics. just some thoughts, --Rett
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by Tiger: Rett, don't be an asshole.<HR></BLOCKQUOTE> I'm incapable of following your advice as I am an asshole by nature. Sorry if that doesn't please you. BTW I was just having some fun; trying to get a chuckle. Your request seems perfectly reasonable to me. (Though to model bodies, you'd need one at every point where the squad lost a man, and since some of them presumably hobble off, it still wouldn't be right) --Rett
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by Tiger: So we can 'mod' our own KIAs. You wouldn't actually have to make seperate mods, you can use the normal uni bmps that soldiers use now that do for both live and dead soldier models. Simply allow the option by having seperate bmps for KIA soldiers that people could mod. possible?<HR></BLOCKQUOTE> That won't do the trick. You obviously will need a different .bmp files for a guy killed by, say, a sniper, than for someone taken out by a flamethrower or 14" naval guns. Best would be to have separate files for all the various body parts (and inner organs) so that you can script the proper arangement of carnage based on military medical statistics (taking account of flukes of course) Also, if the contents of the guy's last meal spill out, sauerkraut isn't going to look like pizza. And some soldiers are peabrains, so you'll need a 'pea' .bmp. Well, you get the picture. This is quite a thorny issue, and definitely needs to be addressed soon. --Rett [ 07-21-2001: Message edited by: CMplayer ]
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by olandt: I was curious to know how much AP and AT minefields and barbed wires people use when defending in QBs. <HR></BLOCKQUOTE> Barbed wire, in groups of two or three is great on defence. I would usually buy maybe 40 pts/1000. Just snag up his best routes of appoach, ideally where he won't see it until he arrives. Then you mortar/mg him if he gets stuck in it. If you don't have any firepower covering the wire, it's a waste of points. AT mines are mostly about getting lucky. I might try buying 30 points worth once in a while, but I think the money is better spent on zooks or schrecks. AP mines don't do much, IMO, so i never buy them. --Rett
  20. [Edit: never mind, I just saw Aitken's links, saving me the agony of doing a search. thx Jarmo, Aitken et. al.] [ 07-20-2001: Message edited by: CMplayer ]
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by wwb_99: I have not yet seen an AI that can handle bride assaults, in any game anywhere. WWB<HR></BLOCKQUOTE> Agreed, but as it is, you can't even play assaults over lengthy bridges with a human player because the Tac AI is flawed in how it plots routs to cover. Also, the debris that accumulates on a bridge after a few attempts to cross with vehicles turns into very real cover for troops. There is (understandably) zero attempt in CM to account for this. Eventually I hope future CM clones will be at that level. --Rett
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by Shriker: Howdy, Has anyone noticed/reported that the troops' AI cannot handle bridges very well at all? -Steve<HR></BLOCKQUOTE> Yes, this is definitely a big problem. The game is full of kludges when you look closely at it...but as time goes on I expect it will develop into an awesome sim, instead of the fun, but sporadically flawed prototype that it is. It's still well worth playing, of course, and groundbreaking and all that. There just must be such an enormous amount of stuff to do...of course it takes time...and there are only 168 hours in a week. --Rett
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mr. Johnson-<THC>-: The MG-42 is in a number of axis squads therefor can run. I think I don't like that the American .30cal A4 or something should be able to run. It had a bipod and was designed for quick deployments.<HR></BLOCKQUOTE> Yeah, some guys run with one in _Doctor Strangelove_ (or maybe it was a later model weapon...same difference) Also, since there is an LMG in normal German rifle squads, I don't see why an LMG team can't run. It doesn't even have much ammo. --Rett
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by Colonel_Deadmarsh: Good to see that they can do more damage than just put up smoke screens and suppress infantry.<HR></BLOCKQUOTE> Try suppress, rout and _kill_ infantry. And I've had them take out guns lots of times. It gave me a new respect for them. In fact I'm starting to really like the entire 'vanilla' US weapons platoon: zooks, 60mm mortars, 50-cals. Those weapons all have useful and interesting properties beyond what you might expect at first glance. --Rett [ 07-20-2001: Message edited by: CMplayer ]
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: As for foxholes, we are going to do these a little differently. They will not be automatic for the defender any more. Common, yes, but not mandatory. This is a good thing for the defender as it allows units to not be dug in or to place their foxholes in a location other than where the unit is. <HR></BLOCKQUOTE> Magnifico, esplendido, superbo! --Rett
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