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Erwin

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Everything posted by Erwin

  1. And if we could have the trains actually move this would open up a whole new market re train sim enthusiasts. There is no WW2 train sim. (Am quite serious, altho' not betting it will ever happen lol.)
  2. I thought the 2nd pic looked correct. With the sun directly above, you would expect the area around the bogies and runners to be dark.
  3. With the helmet camera it looks scarily like a video game. Interesting to see actual small unit tactics and what real soldiers do and how they react. Rather different from CM2.
  4. Johnsy: I looked thru all the CMRT files at CMMODS but couldn't find "Jewel". Do you have a direct link?
  5. Why would one NOT want the add-ons?? Do they overwrite other of your mods? (Thanks for all your work!)
  6. Thanks for doing this. It is much appreciated. However, which of the above mods are ok/identical to the ones you already posted at BFC, and which are new as of today and need to be re-downloaded??? eg: I already have "Ground6, 7, 8, 9. So, now I should d/l Ground 1, 2, 3, 4? Where is #5?? I also already had Buildings1-4, Optional Highway, PavedRoads, and BuildingsAddOn1-3. Not sure if they are ok or if I need to d/l and reinstall everything you just posted in the previous posts.
  7. Well, you need to start with "is the game ok without the Z/Mods folder?". If the problem is when you add mods back in, then yes there may be an incompatibility issue.
  8. "...CM(1) was never about graphics but gameplay." Hear, hear...
  9. With all the xnt mods out there I hope one of our good designers adapts something on this. "Zawiya Uprising" would work with some ISIS mods etc.
  10. "I find CMBFN editor a bit more complicated..." lol - understatement of the year. unfortunately that's why we see far fewer scenarios and certainly a tiny number of campaigns compared to CM1.
  11. One of their other interesting articles: http://www.polygon.com/2014/8/22/6057039/are-indie-developers-facing-a-mass-extinction eg: "Our games are meant to be $10, but nobody buys them at $10. They buy them when a 90 percent discount coupon lands in their Steam inventory," he wrote. "We survive only by the grace of coupon drops, which are of course entirely under Valve's control. It doesn't matter how much marketing we do now, because Valve control our drip feed."
  12. According to current wisdom, not removing your Z folder of mods should not make any difference. You could try and remove the Z folder now, restart the game, and then add back what still works.
  13. Doug: War is about the nation's economy. If the enemy can out-produce you, you tend to lose. IIRC Stalin was quoted: " Quantity has a quality of its own".
  14. Don't think there is such an order. Interesting idea.
  15. I forgot of course the cries of the WIA are significant (as is the FO/arty spotter VO). But, what about all the other chatter?
  16. I would love to see you do similar scenarios like "A Helluva Road Opening" and "A Helluva Take Over" in CMBN, CMFI and CMRT. (Actually, in CMSF "A Helluva Take Over" I still wish you'd remove the enemy airpower as you will recall, it decimated my Brit Armor and there is no defense.) (I remember the "Road of all Fears" in CMA as a terrific scenario. I hesitate to replay it as there is only one attack strategy/axis and hence little replayability value.) What I enjoyed about your scenarios was the interesting mix of units. Brits, CW, US and ANA (and even a small German unit), as well as the relatively large number of interesting strategy (and tactical) decisions the player was faced with. Ironically, in CMRT all you have are Soviets and Germans. But, in CMFI you could have Germans and Italians vs the WAllies (or vice versa). In CMBN again you're limited to only Germans vs WAllies of course. If only it was easy to convert maps between CM2 titles.
  17. Bill's advice is very useful for newbies, but one usually finds situations that don't lend themselves to cookie-cutter solutions. The relatively small maps of most CM2 scenarios is an issue as it's usually impossible to outflank your enemy and the vast majority (so far) end up being straight ahead assaults.
  18. Hmmm... I always thought them random atmosphere. The gun sounds are significant as is the sound that announces the arrival of reinforcements.
  19. Fairly simple. The unit moved (same as MOVE) until it was fired upon or saw an enemy, then halted. What I don't remember is whether the unit would ignore enemy units seen outside its covered arc and continue moving. Am pretty sure that if fired on the unit would stop regardless of arc. But, it may not fire back if the enemy unit was outside the arc... unless some preservation routine kicked in. In any case, it was the preferred movement mode when moving long distances, or at the start of a game when one wanted to literally MOVE TO CONTACT. The problem with the current MOVE in CM2 is that we are told it leaves the unit very vulnerable. And as mentioned, HUNT is too tiring over long distances.
  20. I wish I could get rid of the voices you can hear whispering in between MG42 bursts "sell your family into slavery and send all your money to BFC" over and over again.
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