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SlowMotion

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Everything posted by SlowMotion

  1. Very simple request: allow players to use bigger font in briefings. Current font is way too small.
  2. I have noticed that after a H2H scenario ends and you view the final battle map, some enemy units are still shown with icons with ? in them. In other CM games once the game ends all units are shown as real units, not with ? units that you haven't properly spotted. My latest experience was from a 1.01 battle which was maybe patched from 1.0 after the game had started.
  3. In scenario list, the name of Stem the Tide scenario says the scenario is playable as Blue or H2H. But the description on the right side of the screen says it should be played as Blue only. There is no briefing for Red side, so I guess the scenario name should be changed so it says Blue only.
  4. My existing CMRT installation is 6.41 GB. The installer says the new version requires 16.7 GB !?! More than twice as much as v2.01.
  5. 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 their best selling titles.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. " 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 movements between turns, the cursor shows if some tile cannot be moved through. Maybe it could show these "possible but difficult" tiles with some other cursor image as well? Like if there is Heavy forest. Now when I check my path by moving cursor slowly along the line it doesn't show any tile problems at all.
  13. 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 bug. Any ideas? To see if this really is a reproducable bug I made a test version of this scenario. Removed all red units and placed 3 tanks near this bridge shown in the screenshot. That way I can quickly test tank movement near the canal. And it works just the same way. If a tank is ordered to drive on the right side of the canal, cross the road and then continue forward near the canal, it refuses to cross the road and drives down to canal and tries to drive below the bridge. I tested this with 2 tanks and they both did it the same way. The forum software does not allow me to attach the test scenario here, (1.74MB limit and the file is close to 3MB), but I can send the scenario for developers if they think it helps debugging.
  14. 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.
  15. 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?
  16. 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
  17. 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 Ai handle it as if shooting through was impossible?
  18. 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
  19. <this improvement idea to storing/recalling camera positions during PBEM games was already handled on page 7>
  20. I would like to make scenarios more playable when playing against the AI and in H2H mode. I think these changes would be a big step forward: - allow scenario designer to define that some units are included only when this side is played by the AI. - same thing for reinforcements So one could design a scenario that is balanced when playing in H2H mode. Then add some extra units in Scenario Editor and possibly reinforcements that appear during the game ONLY when the AI is using those units. -> the scenario would be more playable also when playing against the AI.
  21. A feature request: would it be possible to show some kind of anti tank icon as the floating icon for units that have PIAT weapon? This way it would be much faster to find those anti tank teams from a big map with lots of infantry. It would save lots of time when planning moves.
  22. A small improvement idea: It would be nice if scenario designer could freely set when reinforcements arrive. Instead of current 5 minutes steps. Now if you know how the game engine works you can use this information while playing. for example: If the game clock shows there's 52 minutes left, I know that I have at least 2 minutes before my opponent may get reinforcements, so during that time no new units will appear to the map.
  23. One of the installers showed instructions before applying the patch. Including this, is it true or a typo? (RT required BS installed) "VERSION REQUIREMENT This v2.01 "Game Engine 4" Upgrade of Combat Mission: Red Thunder requires you to have a working copy of Combat Mission: Black Sea installed AND PATCHED TO v1.01 or later."
  24. I haven't used either, but: which is better, one expensive monitor with resolution like 2560x1440 or two cheaper monitors with 1920x1024 or similar?
  25. Before Bismarck was sunk, it first sank British ship called Hood. I watched a video where they used a special "drone sub" to dive to the area where remains of Hood are. They wanted to find out why it sank so quickly, in maybe 3 minutes. And according to this video they did find enough ship parts to come up with believable sounding theory of what had happened. https://www.youtube.com/watch?v=4_jDaUSSPhc
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