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Erwin

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Everything posted by Erwin

  1. Have they been tested? I'd love to try them. But, unfortunately have no time right now to be a playtester.
  2. So, designers can now develop scenarios where enemy vehicles can travel long distances underwater to emerge like submarines? Sounds like fun!
  3. +1 to having friendly casualties having more penalties. Maybe I got used to playing CMSF where friendly casualties were heavily penalized (at least for the western nations). But, the WW2 iterations of CM2 all seem to almost encourage profligate friendly casualties.
  4. That's good news. I have everything patched to latest versions. Where is Montebourg Redux version for d/l?
  5. There are several download buttons on that link, and I don't want to click on the wrong one and d/l something nasty. Can you be a bit more specific plz.
  6. Thanks Warts... I stopped in the first mission of Montebourg when I heard the campaign would need tweaking. Is it now all fixed and the final version?
  7. John, yes I get it re the inefficient shooter. I was referring to the supposedly efficient one in the video.
  8. I wasn't sure... is ecoqueneuville a campaign or a scenario. Either way, where is it available? The large map looks very interesting.
  9. So, we can delete the previous versions? Does this replace CMBS War Movie Advanced mod v1? Also, FXShine CMRT v1 and v2? Is the CMRT version supposed to work with CMFI and CMBN. or are those still being developed? (Will any one them work with CMSF or CMA by the way?) Thanks for all your work!
  10. The thing is John you have to take into account "editing". Anytime, the shot breaks and they go for another angle, you know it's all staged. So, it's impossible to accurately gauge whether a trooper is efficient or not. I am not saying that he isn't. But, in an edited piece of video you can't be sure of anything. The only time you can be sure that a video is telling you something is when it is one long take with no cuts.
  11. I really hope BF does this. After a decade of WW2 CM1, I never thought that I would enjoy modern war. But, CMSF became a really compelling game after all the patches. I think I still prefer it to the relatively claustrophobic CMBS - I grew to love the open spaces of CMSF where one could use all those lovely long range weapons (and spotting capabilities).
  12. My point is that in the game, units are deaf, and don't "understand" how to ambush - unlike the admittedly simpler system in CM1 which, in this example, gives better verisimilitude. Not a problem most of the time. But, Ambush is an example where the game feels unrealistic.
  13. Not sure how others do their plotting when moving large numbers of vehicles (or inf for that matter) along the same route. But, for those of us who play huge scenarios (the current BB13 CM1 tournament at WeBoB has something like a couple of Regiments (yes seriously) of troops and vehicles to plot turns for), a major challenge is convoying large formations to get to the front in the most efficient way. Being able to click on any waypoint amidst the spaghetti collection of waypoints in order to select units and adjust their movements - without having to relocate hundreds of meters on the map every single time to the actual unit itself - is a huge time saver. I think that the current CM2 system is xnt. The major challenge is how to simplify the ergonomics of HOW one plays - especially large scenarios - ie: reduce the amount of clicks, and the amount of time-wasting having to hunt around the map to find units. That's also why the complex ACQUIRE system and the method of giving a turreted vehicle a 180 degree arc need to be streamlined. (However, I do understand that these are not big issues if one primarily plays small scenarios.)
  14. The other problem with HIDE is that sound is not taken into account - your troops seem to be deaf. So, you could have an AT team on one side of a low wall on HIDE, while an enemy tank sits helplessly a couple of meters away on the other side. Usually, the ambush team will do nothing. That's not 100% as I have seen a team unhide and take out a tank. While that is a delicious moment, it is very rare in my gaming experience. Being able to set up simple ambushes is the #3 feature I miss from CM1.
  15. "Covered Arc + Hide = Ambush command." While that worked in CM1 IIRC in CM2 ordering a HIDE actually means the troops are cowering in the dirt with little positional awareness. I remember enemy troops could literally walk on top of one's men on HIDE and shoot em easily. Has that been tweaked in order to make ambushes like this work?
  16. "I usually give it a CA of about 1500m, which gets it start shooting at approximately 1200-1300m (the range where it can actually spot enemies with Binocs). With no CA setting it would more likely to start engaging targets at ranges of ~1000m and below." Interesting, but is that phenomenon verified by tests?
  17. IanL: What is the difference between setting a circular arc that covers the entire map and no arc at all?
  18. IanL and others re "convoy command". In CM1 the ability to click on waypoints or lines anywhere on the map in order to select the unit makes changing the routes of large numbers of units easier and MUCH more efficient - and hence simplifies convoys. (Although I agree not having a convoy system is frustrating with large numbers of units.) On large CM1 maps with large numbers of units one can focus on an area of the map and simply click on waypoints and lines to make adjustments. In the current CM2 system you have to a: leave the area of interest and go back to where the units may be located - often quite a distance away, then b: you have to select the units, then c: go back to where the "action" is and again adjust waypoints. The current method is time-consuming. In a complex game system like the CM series one needs the UI to be as efficient and quick as possible so that we spend the max amount of time doing fun things like tactics etc and not fighting the UI. (Hence the request for "one-click" 180 degree arcs.)
  19. Spawncaptain: What is the in-game effect of setting motivation to "poor"? (As opposed to giving them -2 on other attributes. I have never messed with the editor so not sure what else one can alter. I didn't even realize that one can alter parameters in a scenario.)
  20. It's appreciated that you do such xnt work snake. You only get one chance to make a good first impression. So, glad you are taking the time to do it right. The only issue can be getting too perfectionist and 2nd guessing one's good first instincts when "good enuff" is appropriate.
  21. 1) Bring back the CM1 system of being able to click on ANY waypoint or line and that action instantly selects that unit. I still play some CM1, and it is such a useful and efficient feature - especially when you are playing large scenarios. 2) Bring back the instant 180 degree arc of CM1 - if you move many turreted vehicles around one is constantly having to change the direction of the arc - and the CM2 system is far less efficient and quite irritating after a while. 3) Allow ACQUIRE between adjacent units - with a time delay to simulate the time it takes.
  22. +1 to parade formation. It's extremely rare in my games to leave units in their "at start" positions. 95%-99% I prefer to set em up myself. And it's a time-consuming PITA to have to rearrange all the units. It's only when there is a really good reason - like if units need to be locked in place for the scenario to work should the designer do a set-up.
  23. I think it would be helpful if you give a few months till we get used to what are actually new vs migrated. After that if it's noisy, the reminder could be eliminated. (And thank you for your responsiveness and al the voluntary work you have done. Imo yours is by far the most useful CM series support site.)
  24. I wouldn't expect you (or anyone) to relabel them individually. I was thinking simply having a separate section for old or new mods (as of the date of the CMMODS III inception).
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