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About SlowMotion

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  1. I checked an online dictionary about meanings of that word and IMO the best matching choice was 4. (Commerce) (modifier) relating to or aimed at a small specialized group or market So it's not about how much work is needed, but how many people are buying. You could say CM games are niche games compared to things selling millions of copies, but if you compare different CM games some sell many more than others. According to what I've read Battlefront's comments CMBN and CMSF have been some big sellers, but for example Red Storm has sold less than those. I hope CM Cold War will be one of the
  2. IMO it's a game that happens between WW2 and modern. No other CM game from that era exists using the latest engine and it allows people to try what-if battles using units of cold war days, time that many CM players still remember whereas most with own WW2 experience have already died. I hope this will be a popular title for BF, not niche.
  3. I have also suggested this in some feature request threads. I think a quite simple way of doing this could be if in Scenario Editor you could select an option for some unit that it would be included in a battle only when that side is played by the AI. If this option is not selected, then the unit would be present whether that side is played by the AI or human player. This way you could have good force balance both in H2H and when playing against the AI.
  4. If these annotations could be also moved during later turns, it would be easy to make plans on big maps. This is useful if you play H2H against someone who might sometimes send file once a week.
  5. In my opinion this movement behavior has to do with AI. How it chooses movement paths based on player's commands, map tiles, spotted enemy locations and such things.
  6. While testing this I tried most movement commands: Move, Hunt, Quick and even Reverse which seemed to work better than just Move. Tried single waypoints and paths made from many commands. Short movements seemed to work better, but it was very unpredictable since very small changes in waypoints seemed to create very different driving. I think currently I'd suggest staying away from bridges and canals. Yes, it's a good map and scenario. At least so far.
  7. While testing this bug I saw a tank drive under that small bridge. Not because I tried to do that, but because it just decided to drive in the canal. And many other strange things that normally rarely happen.
  8. " Let scouts check the terrain" If you mean infantry, they move from this place along straight line without any problems. Tanks CAN drive from this area, it depends on how many way points you use. But especially if you try to tell them to say drive 100 meters straight ahead then the computer tries replace my plan with something it thinks is better - to go around some difficult to move area, I think, like Sgt.Squarehead suggested. And sometimes this means it tries to go around from left, driving to canal. Sometimes it goes around from right and avoids the canal. When you are plotting mo
  9. I'm playing a scenario called UK Armored Assault. CMSF 2.03. I discovered a very strange tank path finding problem. The path I plotted told tanks to drive near the canal edge, to same direction as the canal goes. This is shown in the picture as blue line. What happened was that tanks drove down to canal and got stuck. Currently one is immobilized and the other is just temporarily bogged. So the weird thing is: my order was not to cross the canal, but just drive along it. And these 2 tanks decided to drive to the worst possible place and now I'm about to lose them because of this bu
  10. In my case the Activate New Products shortcut was there in CMBS folder, but missing from Start menu. Clicking the shortcut failed to activate the module until I shut down my VPN.
  11. How do you activate Black Sea's Battle Pack module? In my WIndows computer there is Licensing/Manual Activation, but when I select it, it tries to open a web page, but the page shows error "THE PAGE CANNOT BE FOUND" So how can I update this module?
  12. It's interesting that vehicle's "driving display" shows surrounding areas with some computer generated images added that look a bit like CM's floating icons. https://www.youtube.com/watch?v=wLcJ0DDcXHM
  13. I'm playing a scenario that has a large bridge crossing a river. I noticed my BMP3 tried to shoot at an enemy unit on the other side of the bridge, but the round hit bridge structures. The bridge looks much like in the linked photo. The shell hit parts of the bridge that are green in the photo. In my opinion a tank/vehcile should not shoot through bridge structures, because it's very likely that it will hit the bridge. So, is this a bug? Most CM bridges have only parts that are below the "road level", but this bridge also has structure several meters above road level. Should the A
  14. Lots of short videos. Showing how things looked at east front. Most of them you probably haven't seen before. https://www.youtube.com/channel/UCeAjIkvDFeHwAIDiQBKFHPA/videos
  15. <this improvement idea to storing/recalling camera positions during PBEM games was already handled on page 7>
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