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SlowMotion

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  1. Like
    SlowMotion reacted to Bulletpoint in KIA/incapacitated driver replaced by other crew member instantly   
    Yep, agree it should take a bit of time to switch around.
  2. Like
    SlowMotion reacted to PEB14 in Thanks for having onboarded me!   
    Yes he does!
  3. Like
    SlowMotion got a reaction from Bulletpoint in Battlefront's first Super Bundle is now available.   
    I wish they would explicitly say whether some bundle includes just bases games or also modules (like for CMSF2) and battle packs and other such extensions. Now for Big Bundle1 the description says " No additional purchases necessary."
    I understand this to mean you get all the stuff there is for those 3 games.
  4. Like
    SlowMotion got a reaction from Simicro in CMBS or CMSF2?   
    I have both and haven't regretted buying them.
    Still I would buy CMSF2 including all modules first. The Big Bundle seems to be 115$ right now.
    You get tons of interesting gear and many very good scenarios. Can't remember how many happen on small maps, but there are more mid or large size scenarios than small scenarios for both games.

    Battlefront also has special deal for Big Bundle1 now which includes CMSF2, Black Sea and Cold War for 144$.
    That's the best value if you like modern battles. Test the demo before buying.
  5. Like
    SlowMotion reacted to womble in ChatGPT and Combat Mission   
    It's probably just scraping from here and other CM forums/communities/Steam and the BFC site.

    But if the tech involved in ChatGPT could be leveraged to improve the TacAI, or generate QBs, now that might be something...
  6. Like
    SlowMotion reacted to CarlXII in Engine 5 Wishlist   
    You can do this already.
    Simply click on any waypoint in the string and asign target or target arc orders as you please for that waypoint.
  7. Like
    SlowMotion got a reaction from ftukfgufyrdy in 2022, the Year In Preview!   
    Ukraine 2022 module would be really good.
  8. Like
    SlowMotion reacted to Artkin in Bug Tracker Thread   
    This might have been fixed in the new patch 2.18. It mentioned something about this in the changelog though I have never experienced the bug myself
  9. Like
    SlowMotion got a reaction from quakerparrot67 in Engine 5 Wishlist   
    After watching lots of videos from the current war in Ukraine about what happens when tanks or vehicles are hit with antitank weapons, I would like to see a new kind of way of damage handing. That sometimes when a tank/etc is hit there is little damage immediately, but it starts getting worse and then destroys it after some time. Like a moving tank starts smoking a little first but the fire spreads and stops the tank after some random distance which could be 20-200 meters in the game. 

    This would add thrill to movies because you don't immediately know how badly the enemy unit is damaged and whether it will stop right now or later. So, a vehicle damage that progresses from minor to worse as time progresses.

    Here is a good example:
    a tank is hit, stops after a while
  10. Like
    SlowMotion reacted to Simcoe in I don't think I can go back to playing against the AI   
    Recently finished up a great PBEM in Final Blitzkrieg "To Verdenne and Victory" and after having a few multi-player games under my belt single player just feels dull. 
    In the PBEM my opponent was constantly trying to outlflank me while I fought to maintain a screen of scouts to detect his movements. Every turn was fluid and deadly.
    This isn't a dig against the great AI designers here. Just saying this game really comes alive against an opponent and I'm glad I took the plunge.
     
  11. Like
    SlowMotion reacted to RockinHarry in Unreal Engine 5.1   
    Can´t add to that Mark. 😅 Off course. But I´m speaking of a full game package UE 5.1, all inclusive. However...
    UE 5.1 features look very interesting https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available
    at least when it comes to basic hard- and software specs I feel prepared https://docs.unrealengine.com/5.1/en-US/hardware-and-software-specifications-for-unreal-engine/
  12. Upvote
    SlowMotion got a reaction from Lucky_Strike in Unreal Engine 5.1   
    I have no idea if Battlefront has any plans to change their graphics rendering in the future, but this video is still worth a look.
    Many examples shown here look amazingly realistic. Also some examples show pretty big maps, like one with 100 000 trees and the view could still be scrolled in real time.
    https://www.youtube.com/watch?v=FUGqzE6Je5c
  13. Like
    SlowMotion reacted to RockinHarry in Unreal Engine 5.1   
    would surely be cool seeing a CM game in that quality. 😎 But then comes you need likewise quality on vehicles and other game objects as well. Is terrain deformable? Can slit trenches and foxholes get worked on it? How´s about path finding dynamic game objects (vehicles, soldiers...)? Is there enough performance left for running a sophisticated AI? What would be a computer´s minimum requirements? Licensing fees?
  14. Like
    SlowMotion got a reaction from Davis06 in Engine 5 Wishlist   
    After watching lots of videos from the current war in Ukraine about what happens when tanks or vehicles are hit with antitank weapons, I would like to see a new kind of way of damage handing. That sometimes when a tank/etc is hit there is little damage immediately, but it starts getting worse and then destroys it after some time. Like a moving tank starts smoking a little first but the fire spreads and stops the tank after some random distance which could be 20-200 meters in the game. 

    This would add thrill to movies because you don't immediately know how badly the enemy unit is damaged and whether it will stop right now or later. So, a vehicle damage that progresses from minor to worse as time progresses.

    Here is a good example:
    a tank is hit, stops after a while
  15. Like
    SlowMotion reacted to Glubokii Boy in 2022, the Year In Preview!   
    No we can not.
    Today you can load a map into the editor and tweak/resize that map as you please.  What you can not do is to load two different maps (or sections of maps) at the same time and combine them into a larger one. 
    Currently you can only work on ONE map at the time.
    When i say i would like to be able to import premade templates into the map i'm not talking about loading entire maps but rather smaller sections of a map with specific terrainfeatures on them...maybe 10X10 actionsquares in size or 15X5 actionsquares and paste these sections onto the map i'm currently working on.
    For example...
    I want to design a map with a number of farms, a chuch and a small village.
    Today you have to design each farm your self individually...placing maybe 6-8 buildings, fences, some trees and various flavoured objects. With a template system you would simply look in your template library and choose from 10-15 different farm templates (or however many you might have stored in the library). With one click you place that entire farm on YOUR map...rotate it as desired and finally make any tweaks you might feel is needed....add a building or two...remove a building if desired.
    Do the same with the next farm.
    Instead of designing a nice looking church with walls and a graveyard your self simply look in you library and chose from a number of church templates and click that into place on YOUR map.
    Instead of designing an entire village all by your self...look in your library and chosse from a number of different village templates and combine them together on your map as you like....add a few extra buildings and other features as needed at various locations.
    Your map will be finished 10 times faster then today...😎
    When designing 100 % historically accurate maps this template feature might not be all that useful but when designing fictional or semi historical maps i think a feature like this would be most useful.
     
     
     
     
     
  16. Like
    SlowMotion reacted to Glubokii Boy in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  17. Like
    SlowMotion got a reaction from Dr.Fusselpulli in Broad road map for expansions?   
    If there will be scenarios please make some with big map and not too many units so there is room for manoeuvring. And enough time too. I think some current scenarios have too many units for the map size so things tend to "get stuck". I mean that after some turns neither side can do much without getting killed.
  18. Like
    SlowMotion got a reaction from QuiGon in 2022, the Year In Preview!   
    Ukraine 2022 module would be really good.
  19. Like
    SlowMotion reacted to Centurian52 in 2022, the Year In Preview!   
    I guess my opinion is they should stick to their plans for now and release the currently planned CMBS module whenever it's ready. But down the line I would absolutely be in favor of a dedicated 2022 module (or 2022-whenever this ends, if this turns out to be a multi-year invasion). Adding Javelins, NLAWs and TB2s to the Ukrainian arsenal, as well as some of the sort range AT weapons that have been sent like AT4s and Panzerfaust 3s. And some older Russian tanks which seem to be more common in the Russian arsenal. Looking over the tank losses suffered by Russia so far as tracked by https://www.oryxspioenkop.com/2022/02/attack-on-europe-documenting-equipment.html it looks like the most common are the T72B3 Obr. 2016, the T80U, and T72B. With significant numbers of T72B3, T90A, T80BVM, and T72B  Obr. 1989 as well. That is a dizzying array of different tanks, so I wouldn't be surprised if it took a while, but a guarantee there is a market for it. At least it looks like the vast majority of Ukrainian tanks are T64BVs, which are already in the game. I have no idea if it would be remotely possible to try and represent any units of the International Legion.
    I know BFC already have their own plans in motion, but it wouldn't be a bad thing if it took them a little while to get around to a 2022 module anyway. That way more of it can play out and they can work with more information and have more historical battles to build scenarios around. Just so long as they can get around to a 2022 module eventually.
    Come to think of it, the error message I get when I try to run CM in Linux using Wine appears to be OpenGL related. If moving away from OpenGL is something that can be done at this point I wonder if it might have the added benefit of making it easier to run CM in Linux?
  20. Like
    SlowMotion reacted to BornGinger in Engine 5 Wishlist   
    Every time I see destroyed and burning vehicles it seems a bit silly that the smoke from them always go straight up while other kinds of smoke and dust go sideways.
    Is this something BFC has designed to make it easier to spot the enemy's destroyed vehicles so the player can think "Yes! I killed that bloody tank. I'm so good I deserve a lollypop" or is there another reason to this? Strong wind doesn't make much of a difference and the smoke still goes mostly straight up to do a slight bend higher up.
    The picture is from DoubleD's youtube video of an H2H battle in Black Sea.
  21. Like
    SlowMotion reacted to The_MonkeyKing in The state of CM Helper (or its replacement)?   
    Feature request!
    Could the chat be made in such a way it only needs a .txt file in the Dropbox folder? So opponent even without the program could use the chat "manually"?
  22. Like
    SlowMotion reacted to BeondTheGrave in Engine 5 Wishlist   
    Two small QOL things, maybe both of them have already been mentioned:
    1) The 'acquire' command should become something like 'give/take.' I just played a mission today where I accidentally acquired 7.62 ammo for a squad which I dont think actually has any 7.62 weapons. Would be nice to just place it back into the M2. It would also be nice if infantry could pass ammo along to other squads, like ammo bearers. Could make truck drivers more useful as guys who can bring ammo out to an MG squad or rockets to a bazooka team or something. edit: Passing around ammo could lead to some gamey micromanagey situations (and was annoying AF in Men of War lol) so an easy solution could be for vehicles to 'acquire' ammo back from their carried infantry squads. That would let you put away kit you accidentally grabbed or decided you dont need and dont want to risk. 
    2) It would be nice to be able to see basic weapons stats for infantry in game somehow. Maybe by clicking on the infantryman you can see the stats for his carried weapon? Im not a dev, so someone smarter than me could that out. But I'm playing CMBS today and while I think I'm mostly well versed in modern weapons, some things are a little unknown to my Cold War-era brain. Like the M110 CSASS, I assume thats a DMR. But what kind of ammo does it take? Probably thats where all that 7.62 in my squads is going. I could go to Wikipedia and look it up of course, but it would be nice for the game to just tell me that without having to alt tab. 
  23. Like
    SlowMotion reacted to rocketman in Christmas Bones   
  24. Like
    SlowMotion reacted to chuckdyke in Engine 5 Wishlist   
    it is very difficult because the map designer doesn't know which forces a player may select. We found QB scenarios are better against a human player. 
  25. Like
    SlowMotion reacted to womble in Add something new please.   
    If you could import segments of maps into other maps, there'd be scope for people to work on wee vignette bases that could more readily attain a high level of detail. It's so intimidating to make a whole map that's keenly detail, that it's a barrier to entry. If people could just work on "a farm yard" or "a sunken road" or the like, and then others could import them into their own broader frameworks, there would be scope for modular development of maps, and that can't be a bad thing.
     
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