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c3k

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Everything posted by c3k

  1. Gents, I'm just beginning to play with the editor and I've stumbled on something I don't understand. The roads do not seem to be able to be drawn on the diagonal. I see the various (12) selectable road templated. To draw a road to the North-East I see two types of partial diagonal roads. The button has a difference, but the in-game renderings look identical: what's different? Both of these partial diagonals require another partial to fill in the other map tile. I don't see them. (The existing partials are triangular in shape: another triangle, opposite to these, would fill in the void nicely.) What am I missing? Thanks, Ken
  2. I just selected a TINY quick battle. I chose U.S. and gave the red a total "random" load-out. I was given four M1's. After 10 minutes of prowling, hunting, etc., I'd reached the other side of the map with no contacts. Nada. Zilch. Nothing. Goose egg. When I got bored trying to drive off the edge of the map (couldn't do it), I surrendered. (I wanted to see what I was up against.) The end screen showed the enemy side suffered 0 casualties and had 0 men OK. Looking at the map also showed 0 enemy. How does a QB generate NO ENEMY??? Is this a known issue? Thanks, Ken
  3. Thanks guys. The lack of a consolidated bug list causes these kinds of "re-discovered" bug posts. I do think I'd double-clicked and issued group orders to each of the three platoons. It sounds like that would put what I saw firmly into the "known problems" list. Thanks, Ken
  4. Gents, Just playing a QB (default settings when you first select Quick Battle) with 3 U.S. platoons. Two mech inf and one scout platoon. My first movement towards the wall, all 3 HQ's unloaded from their respective mounts. No orders to do so. No incoming fire. No one else unloaded. All movement orders completed. Bug or undocumented feature?? Can anyone else confirm, or should I try to replicate this and save the file in case BF.C returns to the forum? Thanks, Ken
  5. How about a REVERSE report? I'd like to know what kills my units. Thanks, Ken
  6. ME TOO!!!! I was about to post about this issue. Higher roof unable to aim at lower roof. If the assumption is that roof's have a lot of objects on them which provide cover/concealment, hence blocking LOS, that needs to be explicitly stated in the manual. Or, shown at the end of a blocked LOS line with, "No LOS due to rooftop obstacles". Or, even better, graphics showing rooftop water tanks, A/C units, gardens, sheds, etc. As it is right now, it seems asinine that my men cannot shoot the other guys. Thanks, Ken
  7. Hmm, I hope this can get fixed. The engine seems to be coarser than the graphics. Ken
  8. ABSOLUTELY!! If I have an AT team with a Javelin -> which takes beaucoup user level interaction (split squad, enter vehicle, acquire weapon), WHY CAN I NOT SPECIFY WHEN AND WHERE THAT'S USED!?! It's not like I'm trying to throw every grenade for a squad. C'mon. v1.05 Thanks, Ken
  9. PrezCarman, In a QB, is there a setup zone? If so, how is it shown? I placed the MOVE waypoint only a few meters away from my squad. I was puzzled at the lack of setup options. I'm still grappling with the GUI and all the fun of CMSF. I consider it a victory that I noticed the cursor's icon changes if you select a vehicle for your men to enter. It's the little things.... Thanks, Ken
  10. I can't say I'm experienced at this game yet, with all of 1 scenario (replayed 4 times) and one QB under my belt, BUT... I did try the MOVE command in the set up phase. It put a beautiful movement waypoint and line right where I selected. I hit the red button. Then the unit MOVED to that spot as its actin in the FIRST TURN, not instantly at SET UP. Shrug. I'll tinker until 1.05 comes out. Thanks, Ken
  11. Okay, I've finally loaded CMSF v1.04 onto my machine. Yeah, it's got a steep learning curve. Why, oh why, when I'm in the SET UP phase, with all my men hording together, is there no SET UP button?? You know, the one you click to PLACE a unit somewhere IN the SET UP zone. Oh, wait: that was in CMx1. It's not needed anymore... :< Call it PLACE, AT START, or GO HERE; I don't care. I do care that when I select a unit I don't have any GUI which helps me choose where to place that unit. Hmmm, setting up seems to be an important first step in a lot of scenarios..... Thanks, Ken
  12. Steve, "It's only a game"??? You're obviously delusional. If you don't recognize what this release means to us by now, when will you? Later, Ken
  13. Agreed. I whole-heartedly endorse reviews of games AS RELEASED! This one was not ready. Some magazines will revisit games which have been significantly patched. However, I would drop my subscription to ANY game magazine which rated games based on their potential rather than their actual performance. This game has, IMO, been ranked higher than it should solely due to BF.C's reputation. Regards, Ken
  14. Steve, Thanks for working this complex issue. I bought two sets of CM:SF, pre-ordered, solely because of your reputation for support. Yours is the ONLY company from which I would do this. Every other game I've ever purchased first had to pass muster through various reviews before I'd spend a dollar on it. We're frustrated, but expectantly hopeful. You can quote that. Thanks, Ken P.S. Now get back to work!
  15. Steve, If Hotti gets credit for finding this, does that mean the next module will be "Finns in Syria"? Hope it works out! Thanks, Ken
  16. Are different smoke types available in game? Meaning, IR-transparent smoke versus IR-opaque? Is that information available to the player? Obviously patch 1.04 will need to be held up to include the changes needed for the different smokes. Thank you, Ken
  17. Cameroon et al., I see THREE different colored paths; light blue, a darker light blue, then a purplish-hued blue. If they're all MOVE orders, why are they different colors? (No sarcasm here, I'm genuinely curious.) Thanks, Ken
  18. Allow me to ask a question. In the movement panel shown in the screenshot, the various movement options have certain colored tabs, yet the movement line as plotted in the overhead view only seems to match one of the colored tabs: is this correct? I would rather see the movement orders plotted on ground to match the colored tabs. I'd also like to see SPEEDS matched by color and name. I understand infantry MOVE is not the same speed as vehicle MOVE. I think it'd be MUCH more useful to have the speeds of movement matched for various units. E.g., for a vehicle to accompany infantry, call it "DISMOUNT SPEED" or somesuch, and have the colors match. To add a bit of elegance to the whole speed/movement orders idea, I'd like the velocity to be matched to the colors of the spectrum, going from low crawl of .1m/s as deep red, to Stryker at 60mph (~27m/s) being near ultra-violet. That way I could coordinate my various units' advances. (I have in my possession both of my collector's editions pre-ordered games, but I will not even attempt to load or play this game until this VERY anticipated patch...) Thanks, Ken
  19. ...was to have 1:1 modelling, BUT with the ability to x10 scale units, similar to CMBO/BB/AK. That way, I could have a single U.S. squad made up men 60' tall stomping through a town like Godzilla! That's all I wanted... Thanks, Ken
  20. Hmmm, Interesting if borne out by other tests. On the other hand, perhaps this is actually BF.C simulating cutting edge military tech. Even though your guys/vehicles are dead, their cameras and links are still operating and are being received at HQ. Much like the Marines who got cocooned in Aliens 2. Regards, Ken
  21. Hmmm, In my opinion (which I need to state explicitly), it is very obvious that we still haven't seen what CM:SF was supposed to be. I contend that the released version, be it v1.00 or v1.01, was a beta. V1.03 is still a beta. I think we'll enjoy the game when the final version is released. It's unfortunate that BF.C wasted their name and reputation on a release that was quite obviously not ready. So, all this talk about "the game" is a bit early. We are still waiting for it. Regards, Ken
  22. Steve, To quote you from your above post, "...using whatever forms of entry are available when I get there..." This is in regards to how you approach buildings. If I were to do the same, I'd also consider windows and breaches (whether formed explosively or by ramming through a wall) to be "forms of entry". It seems that our CM:SF men are unable to climb through windows. Or run through breaches. Any word on changing this? Thanks, Ken
  23. Gents, I'm going to build a new rig - yes, just for this game (okay, BF.C, relax that ego - it WILL play other games also). I'm at the point of deciding which windows operating system to use. XP is tried and true, but doomed to obscolescence. Vista32 seems to be an up and coming contender. Yet, Vista64 seems like it may be the most future proof. (Also, I'm planning on a quad core with 4Gb of Ram to start, later going to 8Gb. Just because!) So, are there any reports of problems with CM:SF unique to Vista64? Are there any good words of advice or opinions? Thanks, Ken
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