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Erwin

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Everything posted by Erwin

  1. re 3) Make a waypoint and CLICK ON THAT WAYPOINT to get an idea of what is visible from that waypoint. (Be aware that that does not always guarantee that your unit will have the desired LOS from that waypoint, but it's a useful tool most of the time.)
  2. I assumed that some bright spark wanted to demonstrate the trench crossing attributes of a T-34... And he decided to stop halfway for photos... but then comes the "oh ****" moment...
  3. In any case, the leadership effects of HQ's in CM2 are so subtle, that one's tactics can usually overcome the effects of sub-units being out of C2. I miss the way the CM1 command attributes made a clear difference. Altho' now that we have those CM1 style command lines in CM2, it does make it a LOT easier to keep in C2.
  4. If you are asking what the XO does in the CM2 game, the XO is supposed to be able to take over from the Co HQ if that CO individual is out of action. I can't recall losing a company commander individual, so not sure if the XO function works as advertised or how long does it take for the XO to rebuild the C2 links.
  5. Sorry Falke... any link that requires me to sign in to yet another group and have to remember yet another password aint gonna get clicked on. (Not being part of the Facebook generation that is so happy to expose everything about themselves to the world, I don't understand why intelligent folks like being funneled into private groups that now have info on you.)
  6. You'll have to explain how to use "google groups". I clicked on it and was immediately lost.
  7. I do recommend taking a look at the Zawiya Uprising map(s) and they way that campaign works. I think he created (at least one) single large map. Many missions then take place in various places on that large map with some overlap from previous missions. That gives you a xnt sense of making progress through a real area since doodads and burning vehicles etc are in the same place as one advances past them. This approach works particularly well in an urban scenario. You don't have to create your own map(s). I thought there were many Quick Maps and hopefully some of the designers of xnt maps (eg: for Zawiya or JOKER 3) may give you permission to use theirs.
  8. I see you have made the roads browner/dustier. I look forward to seeing the in-game effect. But, it would be very helpful if you gave us a list of what files are new and different from what Kieme did, so we don't have to go through and look at everything. (Am assuming you didn't alter everything.)
  9. Nice video... They look just like CM2 troops. Very little dispersal as they walk along the road in a nice straight line. Really interesting to see how real humans function in these situations rather than what we generally do in the game. Re the attenuated gunfire sounds - that's almost certainly a function of the microphone or recording filters.
  10. I was wondering why it was uploaded since I couldn't find much different stuff. I think some of the ground tiles are a different color and have different dates on them - one is lighter. dragonwynn: can you tell us what is different to what Kieme already uploaded a few weeks ago?? (A readme file would be useful.)
  11. "And why is one of only two programmers the only one communicating with customers? That's usually the job of marketing or business guys." Suspect you are not quite clear on the concept of "small company".
  12. Why would anyone think that a small company would have the time and personnel to be more responsive? BF is amazingly responsive imo. And as pointed out, it is hardly surprising that BF doesn't have time to answer the same questions repeatedly when their primary objective is to get patches, upgrades and new product out the door.
  13. I think she was on cover of Vogueski Magazin.
  14. Your v2.0 install should work fine. v3 adds some stuff and fixes things. You only have to buy the upgrade, not the whole game.
  15. Did you check the files in Part 4 and Part 5? They both contain Ground9 files.
  16. Kieme: Amazing. Some notes re what's different from your last mega upload of mods would be helpful. eg: Do we replace everything that you did b4? It appears that you have the same files in Part 4 and Part 5. Also where are parts 1 and 2? Thank you!
  17. Hope Kieme hasn't been "nobbled". In the meanwhile, the "MORD'S SYRIAN FIGHTERS" and "JABHAT AL NUSRA" mods look quite close. Of course the writing is not ISIS, but the white lettering on black BG flags etc looks equally menacing if you don't get into translating it.
  18. I think I read that Soviet tankers continued to fight buttoned up while the Germans were trained to fight from open hatch. Is that accurate? If so, is that taken into account? Or, do we have to hamstring our Soviet tankers by keeping them buttoned up to replicate real life?
  19. Fortunately, the Soviet uniforms are not exactly "form-fitting", so doing female faces for those who want em should work fine. IIRC the females were not in mixed gender units. If that's accurate, we'll have to have all-female units. Looking forward to the briefings: "Comrade Yevdokia turned to Comrade Marina in horror. Her mascara had run all down her rouged cheeks. The Soviet cosmetics factory had never produced the same quality since the fascist swine had occupied the lipstick and eyeliner production buildings. Soon she would take her revenge in the great assault to regain the factory complex... the rumor was that they could get as far as the shoe department..." Etc...
  20. The thing is Peter that you CAN! A designer can make units Elite with +2 characteristics or whatever. How they look is merely a graphical "conceit".
  21. Re Russian optics etc this was posted elsewhere and may be interesting: http://ftr.wot-news.com/2013/09/05/common-myths-about-wwii/
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