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SlowMotion

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Everything posted by SlowMotion

  1. I had made a test scenario in version 1.01. I continued editing it in 1.02. While trying to use M1132 Stryker Engineer Squad Vehicle I noticed many strange things while playing this scenario. Often it wouldn't execute commands like Target, Pop Smoke and many times not even Open Up. Sometimes when a crew member did pop up, he appeared from driver's place. Sometimes from the gunner's place. I looked at the UI and tried to figure out what was wrong. Noticed that the vehicle had only one man crew - the driver. In manual p. 160 it shows that there should be a two man crew. Where's the gunner? Edit: Same command problems and one man crew in M1126 ICV Stryker. [ August 11, 2007, 11:11 AM: Message edited by: SlowMotion ]
  2. I had made a test scenario in version 1.01. I continued editing it in 1.02. While trying to use M1132 Stryker Engineer Squad Vehicle I noticed many strange things while playing this scenario. Often it wouldn't execute commands like Target, Pop Smoke and many times not even Open Up. Sometimes when a crew member did pop up, he appeared from driver's place. Sometimes from the gunner's place. I looked at the UI and tried to figure out what was wrong. Noticed that the vehicle had only one man crew - the driver. In manual p. 160 it shows that there should be a two man crew. Where's the gunner? Edit: Same command problems and one man crew in M1126 ICV Stryker. [ August 11, 2007, 11:11 AM: Message edited by: SlowMotion ]
  3. I had made a test scenario in version 1.01. I continued editing it in 1.02. While trying to use M1132 Stryker Engineer Squad Vehicle I noticed many strange things while playing this scenario. Often it wouldn't execute commands like Target, Pop Smoke and many times not even Open Up. Sometimes when a crew member did pop up, he appeared from driver's place. Sometimes from the gunner's place. I looked at the UI and tried to figure out what was wrong. Noticed that the vehicle had only one man crew - the driver. In manual p. 160 it shows that there should be a two man crew. Where's the gunner? Edit: Same command problems and one man crew in M1126 ICV Stryker. [ August 11, 2007, 11:11 AM: Message edited by: SlowMotion ]
  4. A gamey trick these wall problems make possible (this is from v1.02): Often when your infantry jumps out of vehicles near the enemy you get many casualties before they manage to run into the nearest building. When a Stryker was moving between buildings I noticed sometimes parts of it were inside the building. So I decided to try if there's a way to dismount without casualties. Reversed the Stryker inside the building and then told the infantry to jump out http://i194.photobucket.com/albums/z213/r31070021/CMSF/stryker_dismount.gif
  5. At least some Syrian tanks like T62 use smoke a lot now. A scenario with many tanks may look almost like pictures from the first Gulf War when those oil fields were burning.
  6. One thing I just noticed: if there are mines in a scenario and the games ends, when you go and review the map you can only see mines you discovered during the game. It would be nice if ALL mines were visible when you Review the map.
  7. Thank you very much for the direct keys!!! #1 playability problem just disappeared. Like a new game now.
  8. I think it would be *very* useful if Face command also showed LOS just like in Target command now. This is the way Rotate worked in CMx1 games. Another useful thing would be if Face command that hasn't been executed yet could be deleted, just like you can delete a movement waypoint.
  9. > You've got new troops! If there was such sound and sounds were moddable, you could have a voice saying that or some gong sound or whatever.
  10. Earlier in this thread Sgt.Joch wrote about not noticing reinforcements arriving. Now that I've paid more attention to this, either the text appears for a moment and I don't notice it or it's not always shown. Maybe there could be some sound also? Like many email clients play when there's new email.
  11. Something close to this I noticed: I had set same terrain objective area for both sides. When the game ended both sides got points for occupying the area. How is this possible? Do you get points for occupy if even one soldier is in the area? If this is the case, how should CMx1 "capture the flag" missions be done? Both sides might have units inside the objective area, but if one side has clearly stronger forces there, that side gets the points.
  12. I've also seen this BMP1 ammo count weirdness in the v1.01 game.
  13. If you use Move during setup units should move to "target point" immediately if it is inside the setup zone. If the point is outside setup zone, then the movement begins once you finish the setup phase and time starts running. If you are inside setup zone the ground should be blue or red.
  14. Normally there is a text which says "Reinforcements have arrived: <reinforcement_name>" in the upper part of the screen. Or have you found a bug that it's not always shown?
  15. Maybe you have to use several AI plans where the AI starts from different places.
  16. Two things I'd like to see changed in Scenario Editor (which is very good mostly): -When purchasing units it's possible to delete units from a larger formation (like individual tanks from a tank company). It would be very useful if this delete would be a toggle. So a unit that has been deleted could be undeleted. This way if one decides that for example you'd need 6 tanks instead of original 4, you wouldn't need to add a new formation. Unit list would stay shorter. -I'd like to see map scrolling done in some way which works if you have two monitors. Now it scrolls when you move mouse pointer to the edge of display. If you have two monitors this works quite badly in one direction out of four. Instead of scrolling the map the mouse pointer moves to other monitor. Actually the same problem is while playing also.
  17. For these Blue vs Blue or Red vs Red scenarios it would be nice if one could edit the name of both armies. Now when a game ends the final screen says something like "Syrian army got total victory". If there's same army on both sides, which side won? [ August 01, 2007, 09:41 PM: Message edited by: SlowMotion ]
  18. This isn't a very annoying thing, but confusing to the player. I noticed it while playtesting a red vs red scenario. http://i194.photobucket.com/albums/z213/r31070021/CMSF/shoot_wrong_target.gif In this screen shot t72's gun points at target #1. The bug is that the tracer seemed to fly to target #2! It shot at it at least twice with main gun. I didn't check whether the explosion was in target #1 or #2, but the shell seemed to fly towards #2. And this target #2 is the target the tank was aiming first, before target #1.
  19. One more wall case to this thread: A Bradley was hiding behind building corner. My T62 was on the other side of the corner. Instead of driving forward and then turning turret to shoot, the Syrian tank just rotated its gun through building corner and destroyed the Bradley. http://s194.photobucket.com/albums/z213/r31070021/CMSF/?action=view&current=shoot_through_corner.gif [ July 30, 2007, 02:59 PM: Message edited by: SlowMotion ]
  20. If you could assign a keyboard shortcut for *ALL* commands, typing commands while playing would be much easier. People who find the current tabbed style easy could use it. People who like modeless commands could use the shortcuts. With keyboard shortcuts you could also use things like voice commands like someone suggested. At least two SW packages are available.
  21. Not sure if this is a tiny bug, but I'll mention it just in case: when reinforcements have arrived, the game shows text like "Reinforcements have arrived: <name>". If you then give command like Move, command's hint text "... right click to end" is shown in the upper part of the screen. When reinforcements have arrived, the hint text is partly overwritten by the reinforcements text.
  22. In Scenario Editor it would be nice if units stayed in their map positions when you change map size. This same problem was in CMx1 games. Now if you've positioned a unit to a house and then make map bigger, the unit is no longer in the house. You have to reposition all units. Another wish to the editor would be a tool that is often found in drawing programs like MS Paint: when you click a pixel, it selects the colour of that pixel. After that it's used as the drawing colour. This same idea could save time when painting maps. Click a map tile and all the ground, wall, tree/whatever things would be picked and used afterwards when painting the map. Much faster than trying to find correct tile from all those tile types.
  23. I mean that I was playing it and the static tanks were shown in the beginning. I tested what Darius suggested and that is close to how it works now. They are sort of like dug in tanks in CMx1 games, except they are not dug in just immobilized and waiting. You can give them target commands etc. but nothing happens. When reinforcements should arrive, then waiting stops and the tanks will actually shoot if you give them target command. Before reinforcement arrival they just wait there. No idea how it should work.
  24. [ July 29, 2007, 03:33 AM: Message edited by: SlowMotion ]
  25. Game version: Battlefront download 1.01 I started testing the scenario editor and found a bug. Chose some units to appear when game starts for red and blue. Then for red made reinforcement1, Earliest arrival: 5 minutes span: Exact To this reinforcement I selected several units. Most appeared just like they should. Examples: Infantry/Antitank platoon and Mech Infantry/Tank company. *** bug *** When adding Infantry/static tank battery to reinforcement this unit does not appear after 5 minutes. It is there already when the game starts. Tanks are immobilized and basically doing nothing. All crew members have status Waiting. ************* So it seems this is some rare bug that has to do with some units only.
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