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Pete Wenman

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Everything posted by Pete Wenman

  1. Pushing the minus sign on the appropriate side will reduce that map edge by 16m (2 x Action Squares) Shift minus will reduce the appropriate edge by 80m (10x AS) If cropping is done within the setup zones tab they can be used to mark the area to be cut. In addition all the time the specific map being cut remains open in the editor it can be cropped and expanded as many times as required WITHOUT the loss of map detail. The cropped detail is only lost once the map is closed in the editor. So if you're not happy with the crop you can expand the map back out again. HTH P
  2. For those interested, and as the repository uploads don't yet seem to be feeding through to the forums, the Radzymin master map is now available to download. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=startdown&id=3074 Please do read the readme as to how to use this map. P
  3. There looks to a couple of mods offering these on the repository already. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=57 P
  4. OK - I've upload a zip file with the map, overlay, and map image to the repository, so hopefully it will show in due course. But do be careful, it's big and sucks resources. I never actually managed to open the complete map in 3d preview before the map size was reduced as it always CTD when trying, hence the lack of flavour objects as there was no way to position or edit them on the full size map P
  5. Guys - just to mention the 5.6k x 5.6k map still exists. It can be loaded into the editor but it cannot be opened in 3d view unless it is reduced in size to the appropriate maximum dimensions. Any body interested in it ? Just remember that 5.6k x 5.6k is the same area as 31 seperate 1k square QB maps. It is very big P
  6. Hey Mord - I've just dropped you a pm P
  7. Repsol The timer still works, but the specified unit will only start moving once the set "and" time is reached. Setting the "and" time to the scenario end means the unit will only move if the trigger is tripped. So in your example I think I'm correct in saying that the unit would not start moving until minute 24 at the earliest even if the trigger was tripped in minute 2. If you want the unit to move as soon as the trigger is hit, but no later than 26 minutes you need set the time as follows - exit between 0.00 and 26.00 Hope that's clear if not shout P
  8. DocMcJansen - just to confirm I'm talking about in the editor, if you're in the QB section then as Vanir mentioned in post 3 the formations containing them are indeed missing from QBs. In the editor here are the options HTH P
  9. No - it has the option for both off or on map. P
  10. While there may be some issues here, a real life perspective may not be so different from what we actually see. Getting on the rear deck of a tank is not easy. They are high off the ground, often comprise of sharp edges, and were not designed to the easily mounted. Doing so when fully laden with weapon, ammo and kit makes it harder and being tired more so. So a minute plus to get a full squad onto a tank deck does actually seem right to me. As for the tank firing, again I've no idea in game as to whether this is intentional but I'm not sure the main gun firing would be a good idea, and the riders would not want any chance that the turret might move (too many limbs to get caught, mangled, or generally ripped off). In the real world tanks are heavy, dangerous bits of kit to be around. Infantry are not called crunchies for nothing ! P
  11. I'm not sure you are using the right image url
  12. Six for the German campaign for definate, and I think it is the same for the Red Army campaign, but stand to be corrected. P
  13. In the absence of a scenario section for RT I'll post this here for anybody that is interested. This was the overlay for the master map covering missions 1-5 of the German campaign so all you budding Generals can plot you attacks. P
  14. Open the map in the editor as normal and then use the size controls to reduce the map size on the required side(s). You can cut just one edge or all 4 as you wish. A helpful trick is that if you don't save or leave the editor you can increase the map size again and the previous detail remains - this is very helpful if you make it smaller than you meant to. P
  15. I'm no whiz when it comes to things computer, but I run with a GTX 550 ti and can run pretty much any map to date at the highest setting without issue. I'm not sure what level of FPS I get, but it's good enough not be an issue. i7-2700k CPU @ 3.50GHZ 8GB RAM Windows 7 - 64 bit HTH P
  16. I think this has been in since day one, but yes intel strength can range from 0-100% in 10% increments P
  17. It's the AI group to which the unit highlighted belongs (all units default to A:1) This info only shows in scenario author mode and in effect is a design tool to link on screen units to AI plans. P
  18. Just to show how good this stuff is - I'm watching a Nashhorn take a through and through hit, and love watching the exit decal appear and the round continue its flight - very cool. I have to say this is more than impressive - it shows the physics at work - no dice roll kills here.
  19. Just a few thoughts on big maps, which I have to preface with stating that I don’t know what the maximum size will be in game. But if we work on the basis that the current max is 4k x 4k, maybe it’s not unrealistic to hope we might see this increase to 5k x 5k On this basis a 5k x 5k map comprises of 390625 action squares which is a lot of clicking in the editor to create a good quality map of that size – Ask me how I know (with a 6k x 6k map being 562500 AS – over half a million.) To put this in perspective, excluding the Arnhem Rd bridge map which was only small, I made three large master maps for MG. Two being 3k x 2k the other being 3k x 2.5k for a total of 19.5 square kilometres. These combined are still significantly smaller than the 25 square kilometres that the 5k x5k map produces. So one map of this size is larger than my three previous largest maps combined. It really is a BIG CM2 is of far higher fidelity than CM1 in both terms of terrain and units and so large maps are a very big investment in time to build, but also I’m starting to think that they will also play very differently than they did in CM1. If victory objectives are set at the tactical level (which imo they should be, because that’s the level at which the game works) then this will mean getting down dirty, and up close personal across a much larger battlefield. To do this well in CM2 will take time and appropriate force size, so bigger maps will mean longer and more complex battles. I’m looking forward to that, but others may feel it’s too much work. But the good news is small maps will still abound so everybody wins!! Just my 2p P
  20. but if we go east we will all reach the IDL, so technically we must all be west of it. But I guess I have the best of both worlds as I can straddle the Greenwich Meridian any time I like as it's only 50 miles from here. P
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