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SlowMotion

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Everything posted by SlowMotion

  1. In other games there are much better looking graphics, true. But graphics quality doesn't really bother me in CM2 games. It's some other things that do, but there aren't many things that annoy me anymore. I've been using these games since CMBO and remember how things were let's say during the first 10 years. Nowadays most things work nicely. One graphics thing I'd like to see improved is how difficult it is to see map height differences. In nature hills are easy to see if one side of a hill is in shadow and another part of a hill is not. In the game I struggle when trying to see which hills are higher than others - especially when there are no trees.
  2. I would like a new option to Scenario Editor. It would make it possible to have good force balance in all 3 playing modes: H2H, human vs Red AI, human vs Blue AI. I think this could be done if each unit would have an option that can be selected "only for AI player". If this would be checked, this unit would appear in the battle only when the AI is playing this side. Otherwise it would not appear. By default the option would not be selected. This way you could first select units that would create good force balance in H2H mode. Then add more units for Red/Blue side that would allow AI to compete against human player. And check this option for these AI-only units. I think this would be a very simple way to do it and you could get good force balance in all modes. Now usually balance is good in one mode, not as good in the other 2 modes.
  3. Yes, once I moved some infantry to the same building then surrender was finished. It just felt strange that the enemy soldiers kept their hands up forever when my soldiers were threatening them from outside, but wouldn't 100% surrender. I thought IRL hands up means you have already dropped your weapons and are ready to obey the commands of the enemy.
  4. Sometimes in scenarios you get vehicles that have Javelin missiles. How can you know if those are just missiles or do they include the launcher as well? I ask this because I have used Acquire command to add Javelins to some infantry unit and then noticed that they cannot use the missiles because they don't have a Javelin launcher. So basically I'd like to know how to avoid this "missiles without Javelin launcher" situation.
  5. I don't know if my problem is what this thread is about, but: While playing a CMSF 2.04 scenario I've noticed cases when an enemy unit seems to be surrendering (the enemy soldier is on knees and hands up, so your units won't fire it), but as time passes the surrender doesn't happen. The enemy unit does not switch back to normal fighting mode either. Just keeps hands up. I have some old soldiers nearby, just outside the building making sure the enemy surrenders and disappears. But at least 10 minutes have passed and this seems to never end. In my opinion this is a bug. Either the enemy unit should surrender after a couple of turns or start fighting. Not pretend to surrender but never really do it.
  6. Doing so feels cheating when playing in H2H mode. Also not so many surprises if you know your units before playing.
  7. I would be happy if this scenario was changed to have those organic 120mm mortars.
  8. This is not a real technical bug, but more like feedback about scenario Brauersdorf. In my opinion Russians were known for heavy artillery fires before attacking - already during WW2. So in my opinion this battle would have been more realistic if the attacker had been given way more arty than it currently has, which is almost none.
  9. In some games I've been struggling with acquiring weapons from vehicles. I wish there was some kind of way to share weapons between two infantry units, so it would be possible for example that a team with Javelin launcher but no missiles, could get missiles from another team that has missiles but no launcher. Or if some team has several anti tank weapons and another team has none, you could give those AT weapons to the other team one by one. Not sure how to share ammo though, if I remember correctly this currently happens automatically without user being able to decide how much and what kind of ammo/weapons are shared.
  10. Very simple request: allow players to use bigger font in briefings. Current font is way too small.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. " 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.
  22. 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.
  23. 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.
  24. 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?
  25. 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
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