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Peter Panzer

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  1. Gibson: Thanks for the quick reply and sticking in there for the WEGO guys. The M2 still had a TOW, however it was on the move across open terrain. I do not want to imply too much from one instance, but it will be something I watch for in the future. No question. If I wasn't a patient guy with continued hopes for this title I would have bailed out in a flurry of invectives months ago. To this point, CMSF has been the hardbodied prick tease of tactical games. A good step in the right direction - keep up the momentum. Here is what I listed above: Note: nonbuilding/structural walls reset as of 1.08, but associated post-blast rubble does not Thanks again for all of your time and effort on behalf of the community.
  2. Handihoc & Ryan: I have yet to test extensively, but the Javelin depiction you mention may have been cleared up in 1.08. This is one of several "objects not resetting in WEGO playback" issues I have been reporting since 1.04. As a dedicated WEGO (hotseat) player, these anomalies take the luster off of what is otherwise a rather well crafted visual environment. I understand there are numerous fixes in order and they must be prioritized, but WEGO playback needs some polish. Let's hope 1.09 is the best time/place for the folks actually implementing the code revisions - it has been a long wait. Finally, here is some information from Steve (BFC) regarding this type of issue posted on 2.26.08: Gibson: Range: approximately 320 meters (+/- 20m per AFV). Understood regarding the ATGM threat. Even at 320m, the BMP crew could touch off an AT-5. One could argue at that range all AFV primary weapons are a significant threat, but I was somewhat surprised not to see the crew transition to the T-62's. Perhaps this is a 1942 AFV mentality creeping in from my CMAK days. Nevertheless, does one opt for a pattern of 30mm holes and a chance to survive, a 119mm hole with corresponding blast/overpreassure or a covey of 115mm tank rounds - pick your flavor of suck. Coding these permutations must be a real hoot.
  3. Hello Dima: I appreciate your eagerness to help. The files were e.mailed as requested. Note: apparently I saved the first file relating to the M1114 vertical hitch at the wrong point. This error is easy to reproduce and is likely not limited to the M1114 model. I recreated the bug in a second file and saved it correctly, however you will not see the manner in which this error sometimes coincides with a sound distortion ("choppiness") and increased visual stuttering in this sample. Please let me know if you have any questions.
  4. BFC: Keep up the steady work - this title still has plenty of ground to cover. Please consider givng the lingering problems surrounding WEGO turn replay an extra dose of attention during the next revision. Best of luck. All of the conditions below occur in v1.08 WEGO (hotseat) WEGO Turn Replay Infantry movement playback - some soldier models will freeze in position and slide across the map to their assigned waypoint M1114 chassis will sometimes rapidly bounce vertically during "slow" movement. This is occasionally accompanied by "choppy" engine sound effects and stuttering movement animation (Saved File Available) M1114 model warped 10 meters right leaving the crew suspended in mid-air. (Saved File Available) Allow 3-D objects to "reset:" blast craters, building/structural damage, foliage damage, missles in launch tubes (TOW). Note: nonbuilding/structural walls reset as of 1.08, but associated post-blast rubble does not Infantry small arms sometimes disappear when units are embarking. Gameplay Suggestions: Permit "Face" commands to be issued to dismounting troops Allow AFV's to better prioritize threats (e.g. M2A3 engaging BMP-2 at length while also in contact with two T-62's. Note: REDFOR AFV's were at similar ranges). Allow waypoint positions to be adjusted (drag and drop) Allow cover arcs to extend off of the map Permit M1114 passengers to re-man the MG if the original gunner is KIA (already possible, but inconsistent?) M707 recon vehicles cannot be made to focus on a sector via a target arc in the same manner OPFOR spies and M1127's can Allow indirect fire weapons to lay smoke Effects: Add aircraft flyover sound effects when CAS is in play Scenario Editor Suggestions: Add small images of flavor objects to the selection menu in place of the current numbers Add the ability for the AI to utilize artillery and CAS during the fight when executing a plan (AI menu) Add the ability to pre-attrit units in the "Purchase Blue/Red" screen
  5. Steve: I appreciate the response, moreover thank you for listening to player feedback and acting on it. The process you outlined is pragmatic and understandable. If I may narrow the matter, please correct the issues surrounding accurate WEGO playback and the visual oddities. All of the effort poured into models, animations, one-to-one and the like loses a bit of its luster with so many graphic related glitches lingering about post 1.07. Again, thank you for your effort and resiliance - best of luck moving through your priority list. Gibson: Thanks for having a go at my questions. No doubt you guys have been at it more rigorously than may have been originally planned.
  6. Two questions: <ul>[*]Are forthcoming patches, assuming more are in line, going to arrive more frequently, but with less content? [*]Are any of the issues occuring below slated for improvement in the near term? Note: All of the conditions below occur in v1.07, WEGO (Hotseat) WEGO Playback: <ul>[*]Please continue to refine the infantry movement playback - soldiers will sometimes slide across the terrain into their final position - mostly noticeable during "quick" and "fast" movements [*]Allow 3-D objects to "reset:" blast craters, building damage, wall damage, foliage damage, missles in launch tubes (TOW) [*]Infantry small arms sometimes disappear when units are embarking. Graphics: <ul>[*]Syrian Infantry clip heavily through the troop compartments of BMP-2's [*]Javelin launcher disappears - the animation shows the missle launching from a substituted M4 [*]Syrian TC's heavily clip their hatches when opened up [*]M1114 passengers' feet sometimes protrude from the bottom of the vehicle (reintroduced in v1.06) Infantry Movement/Actions: <ul>[*]Permit "Face" commands to be issued to dismounting troops [*]Troops frequently "prone out" upon reaching intermediary waypoints. Can faster movements be executed as a more continuous motion while the proning out is limited to the slower/assault commands? [*]Permit infantry to deploy smoke in directions other than the one the unit is facing (Note: this should apply to vehicles with dischargers installed on their turret or 360* weapon mounts as well) Gameplay Suggestions: <ul>[*]Allow waypoint positions to be adjusted (drag and drop) [*]M1126 "air guard" need to take cover or be suppressed under heavy fire. Currently they do not react and are easily KIA [*]Permit "exact movement" for infantry as is now conditionally allowed for vehicles [*]Allow cover arcs to extend off of the map [*]Permit M1114 passengers to re-man the MG if the original gunner is KIA (already possible, but inconsistent?) [*]Add aircraft flyover sound effects when CAS is in play [*]Recon M1114's cannot be made to focus on a sector via a target arc in the same manner OPFOR spies can Scenario Editor Suggestions: <ul>[*]Add small images of flavor objects to the selection menu in place of the current numbers [*]Add the ability for the AI to utilize artillery and CAS during the fight when executing a plan (AI menu) [*]Add the ability to pre-attrit units in the "Purchase Blue/Red" screen
  7. Hello everyone: Pardon my condensed initial post. Echo's point, while brusque and arguably something of a quibble, expressed a simple truth. Aside from being motivated developers, the folks at BFC must exercise a practical, long term business sense. While I will not presume any deep insight into their motivations, superficially, the continued work on this title not only reflects their long standing ethic, but also an undercurrent of damage control. While strident in its expression, I found Echo's willingness to peek under the curtain refreshing. As evidenced by the responses in this thread, all of us are passionate about this title - many are already satisfied with its growth - perhaps fewer, like myself, feel there is work remaining in some noticeable areas. I must thank Elvis and Panzer Mike for injecting some useful perspective into this discussion. I remain confident BFC is the right team to pull the loose aspects of this title together and I certainly wish you all many hours of great tactical gaming. [ February 23, 2008, 10:31 AM: Message edited by: Peter Panzer ]
  8. Echo, you just knocked it out of the park. Spot on assessment.
  9. handihoc: Understood - good catch. I added that item to the list as I have obseved it as well, but forgot to add it in the original post. The ability for a vehicle to direct smoke would be related to the mounting position of the discharger. If it is on a turret (M1, M2, T-72, etc.) or 360* weapon mount (M1126), the crew would have a measure of control as to where the screen is deployed. Infantry should have a much wider degree of latitude in this regard as well. Here is a device that has been appearing on M1114's: M7 Light Vehicle Obscuration Smoke System (LVOSS) [ February 10, 2008, 10:02 AM: Message edited by: Peter Panzer ]
  10. From handihoc: If you are referring to artillery/mortar smoke rounds, I agree, this would be a welcome addition. Additionally, white phosphorous would be a great addition for the USMC module. From the March-April 2005 issue of Field Artillery "TF 2-2 in FSE AAR: Indirect Fires in the Battle for Fallujah:"
  11. I will fall in with the zeitgeist and note that v1.06 may be the point at which CMSF turned the corner. Thank you to BFC, the playtesters and to the many observant customers who perservered and helped to advance the game to its current state. I suspect that with another patch of v1.06's caliber, this title will be solid. With that, I submit the following: Note: All of the conditions below occur in v1.06, WEGO WEGO Playback: <ul> [*]Please continue to refine the infantry movement playback - there is still some "hitching" - some soldiers will slide into their final position - mostly noticeable during "quick" and "fast" movements [*]Allow 3-D objects to "reset:" blast craters, wall damage, foliage damage, missles in launch tubes (TOW) [*]Infantry small arms sometimes disappear. This seems to happen most when units are embarking. Infantry Movement/Actions: <ul> [*]Permit "Face" commands to be issued to dismounting troops [*]Troops frequently "prone out" upon reaching intermediary waypoints. Can faster movements be executed as a more continuous motion while the proning out is limited to the slower/assault commands? [*]Permit infantry to deploy smoke in directions other than the one the unit is facing (Note: this should apply to vehicles with dischargers installed on their turret or 360* weapon mounts as well) Gameplay Suggestions: <ul> [*]Allow waypoint positions to be adjusted (drag and drop) [*]Permit "exact movement" for infantry as is now conditionally allowed for vehicles [*]Allow cover arcs to extend off of the map [*]Permit M1114 passengers to re-man the MG if the original gunner is KIA (already possible, but inconsistent?) [*]Add aircraft flyover sound effects when CAS is in play Other Possible Bugs: <ul> [*]M1114 passengers' feet sometimes protrude from the bottom of the vehicle (reintroduced in v1.06) [*]PKM team, prone on a walled rooftop, passed shots through the rooftop wall (weapon was deployed) [*]Recon M1114's cannot be made to focus on a sector via a target arc in the same manner OPFOR spies can Scenario Editor Suggestions: <ul> [*]Add small images of flavor objects to the selection menu in place of the current numbers [*]Add the ability for the AI to utilize artillery and CAS during the fight when executing a plan (AI menu) [*]Add the ability to pre-attrit units in the "Purchase Blue/Red" screen USMC Module Suggestions: <ul> [*]Model white phosphorous rounds for artillery/mortars [*]Model artillery/mortar smoke rounds [*]Model M1114's equipped with the Mk.19, as well as uparmored variants [ February 10, 2008, 10:10 AM: Message edited by: Peter Panzer ]
  12. Thanks to everyone for being willing to spend the time. I am clearly missing a step as I cannot get these units to appear properly after quite a bit of fanagling. Here is the process I am using: <ul> [*]Mark a broad "Red Setup" zone on the "Map" screen [*]Purchase unit [*]Assign group using "F2." Curiously, on the "Purchase Red" screen the label "A2" is assigned, however if I then select "Deploy Red" and view the unit on the map it notes "A1" in the interface. Why? [*]Assign reinforcement "1" (5 min., exact) [*]Go to "AI" screen, select "Red Plan 1" and "Group 2" [*]"Setup" is the default action so I mark the zone on the "AI" screen map - I repeat this process for "Red Plan 2" and "Group 2." Note: the "AI" screen setup zones are within the broader "Red Setup" zone that was created in the first step. [*]Both plans are set to "Use Frequently" [*]"Exit Before" is 30 sec. [*]Save scenario Playtesting consistently reveals the units appearing at the 5 min. mark at the location they are arbitrarily placed on the map after they are purchased not in the setup zones marked on the "AI" screen. Placing the units in the broad "Map" screen "Red Setup" zone does not help. Interestingly, if I manually place the unit in the "AI" screen setup zone using the "Deploy Red" function they will execute a plan. Question: Is there a way to orient reinforcements to a given direction if they appear from opposite compass points as the result of two different plans? Having a unit appear with their back toward the OPFOR is not desireable. If someone could shed some light on what I am doing wrong I would be most appreciative.
  13. M1TC: Thank you, it appears you are correct. I will scratch that one from the list. Gibson: Pardon me as I do not always know who is who, however judging by your phrasing you must be a playtester. On behalf of Pandur and myself, please push for the other items too (the movement glitches are definite immersion breakers)! Thanks for the update and keep up the hard work.
  14. Sgt. Muhammed: What you suggested does work for units assigned to the map at the outset of a scenario, but does not seem to function for reinforcements. Should you have the time/interest, give it a shot and see what you discover. Thanks again for your help.
  15. Are there plans to address the following issues - hopefully in the short term (1.06/1.07)? <ul>[*]Allow the AI to coordinate artillery and CAS during the fight. This particularly hamstrings the BlueFor and limits the scenario designer to creating a far narrower envelope of tactical outcomes than should be possible. Some have noted this omission here. [*]Reinforcements do not appear to deploy to setup zones created in various plans like units will if they are assigned to the map at the beginning of a scenario. As a result, the player must manually place reinforcing units in their desired setup zones for them to enact a plan upon their entry to the fight. This eliminates the possibility of reinforcements approaching from variable routes as outlined by differing plans. Example: A unit cannot approach from an eastern setup zone in plan one or approach from a western setup zone in plan two because reinforcing units only appear in their manually placed positions via the "Deploy Blue/Red" function and will not obey the setup commands as dictated by plans. Am I overlooking something here? My thanks for any information.
  16. Are there plans to address the following issues - hopefully in the short term (1.06/1.07)? Interestingly, all of the items below function correctly or do not occur in real-time play. <UL> [*]Troops warping/snapping-to positions when moving/dismounting during playback [*]Vehicles flickering when moving over uneven terrain [*]3-D items not reseting during playback (craters, blast damage to buildings/walls, ammo tracking?) My thanks for any information. [ February 03, 2008, 08:43 PM: Message edited by: Peter Panzer ]
  17. Hello Adam: I see a portion of the list is taken from my recent 1.05 Gameplay/Bugs Feedback thread - I appreciate your organizing everyone's reports into a central location. Personally speaking, several of the issues cited above severely detract from any potential fun I am apt to gain from this title as it stands. Despite the corrective measures made by BFC to this point, I honestly cannot get through ten turns without the experience being soured by any combination of bugs, broken features and questionable weapon/unit performance. I continue to hope things improve, but frankly the road has been far more lengthy and winding than I would have ever predicted back in July. I will be glad to provide saved game files or additional information on the issues I have reported should it be of help. Best of luck to BFC as they continue to wrestle with this one and once again my thanks for their resolve. [ December 30, 2007, 08:35 PM: Message edited by: Peter Panzer ]
  18. Hello everyone: Steiner and Sgt. Muhammed: This was listed in the 1.05 notes: * "Group box selecting" works better in Elite mode. Thanks for the additional tips regarding this function, however I cannot get it to work in "Veteran" or "Elite" modes. Something is apparently still not pinned down as of yet. Frankly, this one is pretty small potatoes compared to some of the other items that have been noted. That said, I appreciate your efforts to help. Sgt. Muhammed, interesting point regarding the nuances of squeezing oneself around the interior of the M2/M3. I would love to have more information about this, particularly as it relates to the modelling of behavior in the game ("bail out" animation used instead of "dismount?"). Extruding oneself from a turret hatch some nine feet above the ground while under fire seems like a rather harrowing standard practice. The good news is, after ten successful dismounts under this protocol, the squad leader qualifies for his Basic Jump Wings. Thanks to everyone for chiming in. I really hope these issues get cleared up sooner than later.
  19. Hello Steiner: I cannot get the box select to function as of yet. Shift+Left Click and drag, right?
  20. First, my thanks to BFC for sticking with this title, your dedication cannot be second guessed. That said, there remains quite a bit of ground to cover in my estimation. In addition to the other items that have already been listed on the forum... Bugs: At times, no crawl animation will be displayed when an infantry unit is tasked with moving "slow." The result is the model awkwardly "sliding" across the ground in a fixed pose. Infantry continue to warp/snap-to positions in WEGO Vehicles continue to not horizontally align properly with inclines/undulations. This results in a visual glitch whereby the model rapidly moves up and down on its "x" axis as if the game cannot properly orient the vehicle model to the terrain model. RPG fins continue to protrude from the sides of the launcher tube M1114 gunner model not positioned properly - arms are not in firing position on the mounted weapon "Box select" does not work Cover arcs do not extend off the map edge Cannot issue a "face" command to a waypoint while plotting points for disembarking troops. Craters do not "reset" during WEGO playback KIA infantry do not always appear as such when a saved game is loaded. When the first turn is played out they revert to the correct KIA model. IED's vs. armored vehicles appear to be grossly underpowered. Example: a bundle of three artillery rounds detonates under a M3A3 and no damage is sustained. Example: a M3A3 drives over two separate artillery round IED's sustaining no damage. Suggestions: Dismounting infantry pathfinding needs continued attention. Squads still do not follow established waypoints. Rather, some will dismount right others left and still others from the top hatch of their IFV. As such, they then pause to "regroup" before making another attempt at finding the waypoint. Please add "use main gun" and "use ATGM" options Please add the ability to highlight IED's when the associated trigger man is selected. These are very difficult to spot on a map as is. Questions: Why does the squad leader dismount through the M3/M2 turret hatch? Wrong animation (dismount vs. bail out)? How are items "unaquired?" Is it possible to reduce the tendency to aid the wounded while under direct fire? If one soldier goes down, eventually the balance of the squad will as well given their habit of continuously administering aid. Modding: Is there the equivalent of "transparent pink" in CMSF? I would like to mask the contact icons so they do not appear. [ December 23, 2007, 10:06 PM: Message edited by: Peter Panzer ]
  21. ...good points being made here. Kip: Absolutely, to the greatest extent the developers can refine it and to the degree it is realistic within the sweep of a given scenario. Pandur, Slow Motion: I have seen this happen as well, good catch. Correction: This is not an oversight, rather it appear's to simulate the Scout Team Leader assuming a position in the M3 turret. The M3 platoon CO is depicted correctly. A nice touch, frankly. Said Scout Team Leader dismounting from the top hatch seems odd.
  22. Satan: I too would very much like to see these types of errors cleaned up. Of course, where such fixes fall on the list of priorities is the question. Slow Motion: Thank you for the tip – I revisited this one. Better stated, it seems the “face” command, when issued without a movement command, is carried out inconsistently. Two “regular” UNCON teams, neither targeting an enemy unit or in a state of distress, addressed this command differently – one executing and the other not. I cannot see any scenario related reason for the discrepancy. Mr Byte and Pandur: No doubt, the TACAI, in terms of self preservation, has room for improvement in both the infantry (see my example above) and vehicle models. This, along with improved infantry pathing, would go a long way toward honing gameplay. Again, this game seems poised on the edge of becoming quite enjoyable, but these types of issues need to be resolved in order to make the leap from “good to great.” I admire an ambitious operation like BFC. Paradoxically, I think they were victims of their own good reputation with this release. They now have the opportunity to continue to assert their finest qualities and demonstrate that CMSF can be a solid title. Thanks to each of you for contributing to the list.
  23. List Updated: 10.07.07 v. 1.04 WEGO/Hotseat CPU: e6850 GPU: 8800 GTX (162.18 driver) OS: Win XP (dualcore hotfix applied) Briefly, this game is now at a point where it is showing promise, however it is still somewhat rough in my estimation. I have listed some oddities I noticed during a recent scenario below. I have also added a few, hopefully modest, requests. I hope this helps and some or all of these issues can be addressed in 1.05. Context: Small unit action depicting a single platoon of U.S. Armored Cav M3’s (reinforced) versus a company size unit of experienced UNCON forces. The scenario revolved around a Syrian anti-armor ambush in sparsely populated, ravine-crossed terrain. Infantry: Infantry movement requires further refining and added precision. Units interpret their issued movement paths too liberally on occasion. This creates tactical disadvantages such as exposure to enemy fire, bypassing cover and overshooting the assigned waypoint. Individual soldiers will sometimes disappear and reappear in a new location when executing a movement command. This “teleport” effect is most pronounced during the replay of a WEGO turn and is not a result of the “fog of war.” Units will also sometimes slide across the ground without the run/walk animation when boarding vehicles during a replay. On three occasions, UNCON units abandoned defilade positions, crested a ravine and ran directly into the guns of enemy units when friendly squads in their proximity where taken under fire. These “regular” squads were in command, had not been issued movement orders and were displaying “cautious” morale. The “face” command, when issued without a movement command, is carried out inconsistently. Two “regular” UNCON teams, neither targeting an enemy unit or in a state of distress, addressed this command differently – one executing and the other not. I cannot see any scenario related reason for the discrepancy. Visuals: Vehicle models will sometimes rapidly pivot along their center axis when traversing an incline. It seems as if the game cannot decide the proper angle to display the model in relation to the ground. Vehicle crew model’s feet protrude from the bottom of M1114 models. Rocket fins protrude from the side of the RPG-7 model Prone soldiers will sometimes perform an odd, horizontal spinning motion when orienting themselves to a different facing One M3’s chain gun often pointed at the ground at a steep angle despite no enemy units at such close range. The gun would correct its angle when firing at distant targets, but would return to the downward angle after doing so. Technical Data: Small IED (122mm artillery round?) seems underpowered in relation to armored targets. One M3 survived two close range detonations with only light track damage. Requests: Allow a "face" command to be added to a movement command/waypoint issued to dismounting troops Allow cover arcs to extend off of the map. At present, map corners cannot be covered by units at certain angles in relation to a corner. Inform the player of the total “pause” delay in the UI Clarify when orders such as “Open Up” or “Hide” have been issued in the UI. Currently, the only indication seems to be a very slight color change of the button. Visually highlight IED’s assigned to a given trigger man when he is selected. Alternatively, add them to the “formation” tab. These are nearly impossible to find on a map as is. [ October 07, 2007, 07:33 PM: Message edited by: Peter Panzer ]
  24. Good images M1TC, thank you for sharing. I too would like to see a greater variety of M114's when BFC can implement them. A TOW variant would be welcome. In the short term, can the crew member models in the M114's be repositioned such that their feet do not protrude from the bottom of the vehicle in 1.05?
  25. * Updated 9.03.07 (italicized text) Hello everyone: What follows is a list of my basic system specs., oddities I have observed and a few suggestions. Feel free to clue-me-in should any of these be the result of user error. This game has plenty of potential, but reasons for further refinement definitely exist. Best of luck to BFC as they tackle these issues. I hope this list helps. Basic System Specs. CMSF: v. 1.03 OS: Windows XP Pro (SP2, Dual Core Hotfix applied) Direct X: 9.0c CPU: E6850 GPU: Nvidia GeForce 8800 GTX (162.18 WHQL Driver) Sound: SB X-Fi Extreme Fatality Gamer (5.12.6.1187 Driver) Gameplay: Some infantry units will not respond to movement commands, rather they remain fixed in place despite not being in contact, within visual/voice range of their command element and being rested. Experience level has no bearing on this issue. This occurs in new (i.e. non-saved) games. Syrian units frequently repeat the same voice sound effect simultaneously and often in an overlapping fashion. Pardon the poor stab at phonetics, however it is the file that sounds like “ halla la shoots hadu.” Adjusting hardware acceleration has no effect. Cover arcs do not extend off of the map edge, which can often leave gaps in assigned areas of coverage. Visuals: Vehicles will often alternately flicker between vertical angles when negotiating sloped terrian as if the game cannot determine the proper way to visually orient the model to the ground Driver/passenger model’s feet protrude from the bottom of M114’s RPG fins appear through the sides of the launcher WEGO: Terrian deformation effects remain in place at the start of a replayed turn rather than appearing after the appropriate trigger (i.e. craters as a result of explosions). Actions that "carry over" into a second turn phase, such as a movement command, do not appear to be capable of being cancelled in mid-action. Seemingly, the original command must be completed to the full extent before any corrective action can be applied (i.e. immediately halt, then hide). Text: Extraneous parenthesis appear in the “Activated Troops” column when some some units are purchased (e.g. Stryker Infantry: “ 4th Battalion (Combined Arms MOUT))”) * Question: Is machinegun ammo for vehicles tracked and displayed via the "Ammo" tab in the UI via broad values such as ">2K" only? Does this change to lower values as the engagement unfolds (i.e. <2K, >1K, <1K, etc.)? Could a more informative system be displayed with values like "2000, 1900, 1800, etc." instead? * Suggestions: * Add "stackable" commands to WEGO Add a “Locate/Highlight IED” function for the purposes of setup and easy location for the Syrian player. At present, a player must search the map or take notes to record their placement in each scenario. * Perhaps IED's could be highlighted whenever the associated triggerman is selected. Add a time counter to the UI that displays the designated pause time for a unit. Currently, a player must remember how many times the pause button has been clicked. * Add a button-down/close-up command for infantry posted at the top Stryker hatches * Add images of flavor objects to the editor menu instead of arbitrary numbers * Add Mk19 M114 variant [ September 03, 2007, 06:52 PM: Message edited by: Peter Panzer ]
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