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Erwin

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Everything posted by Erwin

  1. Looing forward to a new CMSF scenario. Am really enjoying that game again.
  2. +1. The effect is the same. It's just that the graphics of this are not optimal. Not a biggy. There are more important items to address.
  3. +1. Thanks umlaut. (Hope you do more scenarios as well...)
  4. Yes, the CM2 visual of a smoke screen created by a tank as well as the dust raised by HE explosions are not at all like (apparently) RL. Quite an eye-opener.
  5. Yes, I know how to explode. I just find it a horrid waste of time when one has to do several dozen btz's. I am slowly opening up all CM2 brz's and keeping the bmp files in regular folders. :/
  6. That would explain why the BMP's were backing into a side street and then coming out and going home. I wondered what on earth they were doing.
  7. Ok. I think I have those. (I hate the brz folders since one has to explode em all to see what is in em.)
  8. That brings back the issue of whether units should be able to CHOOSE what to recover or acquire from buddy aid - or even from other adjacent units. That would solve a lot of issues.
  9. Wow. As a whole, the most amazing footage collection. Shows how useless tanks are in urban environment. I kept flashing back to Daleks in Dr. Who. And what on earth were they trying to achieve without infantry?
  10. Glad you bumped up this thread. Very interesting. Baron J: What is the body armor mod called so we can find it easily?
  11. "if you bought a company you could not modify the company" In CM1 one could delete unwanted platoons and support weapons, but yes, you could not add anything (to the formation). However, that didn't matter as you could simply buy whatever specialized units you wanted, and they could be controlled by any HQ.
  12. Am pretty sure I have seen combined units in the next scenario of a campaign if they have taken excessive losses. eg: if a support weapon undermanned, they acquire adequate crew at the cost of inf.
  13. Yes, glad to see new CMSF (and CMA) scenarios and campaigns.
  14. And there are fans that still play CMA (and CMSF) as a nice break from WW2.
  15. This has been talked about at length. Something closer to the CM1 "AMBUSH" command is needed. In the example above, not only would the hiding troops have heard the tanks, they would have FELT the vibrations.
  16. Then +1 to the comments. The "iconic" info boxes re speed, armor etc. the game now has are useless in conveying useful info - ie: info that we can use in the game. It was a step forward in CMBN (from CMSF) to let us know exactly what ammo each unit has, and this would also be useful.
  17. The system reads the mods in alphabetical oder. The last "ZZZ" will be read and loaded after "ZZ" for example. The Z folder is to ensure that all mods in that folder will be read and loaded last and therefore appear in the game.
  18. "The CA won't draw yellow over the impassable bits." Really? Very useful observation. Thanks!
  19. I worried about the same issue. My solution is to focus on the really good CMSF and CMA games which are "final/mature" and now have some excellent scenarios and campaigns. I'll get back to WW2 when there are enough modules and patches so the CMBN and CMFI games are closer to their final patched versions. The gameplay/content is changing with each module/patch sufficiently that it would affect the scenarios and campaigns already played, and I don't enjoy replaying scenarios/campaigns just to get the "full-function" effect.
  20. Very happy to see Polish units included. I was concerned they'd be left out of their proper place of honor re capturing Monte Cassino. Thanks BF! On a related note, I was always under the impression that due to their intense hatred for the Nazis, the Poles were willing to accept much greater casualties than most Allied forces (viz the Polish Battle of Britain pilots). So, I wonder if the Poles would qualify as "fanatic"?
  21. "Most authors put a bit of mud or dirt at the ends of a ford." This is also a good idea for designers to use re bocage gaps. There are many small gaps that one can see through that are NOT passable, and it is confusing without the mud "hint".
  22. "The lesson here is that if the scenario designer envisions a scenario as best suited for a particular play style, there should be some sort of advice in the briefing as to how it is intended to be played. With the early scenarios, usually there is not." Very good point. Wish there was a "GUIDE FOR DESIGNERS" to standardize this and many other issues... eg: Structure and contents of Briefing, ammo resupply etc. This is especially vital for campaigns. Many times (esp when inexperienced) a designer assumes that players are telepathic and can somehow understand his intentions.
  23. "Remove any that don't." Because many of the mods are subtle, I find that much easier said than done. And very time-consuming if you are going to compare versions of the game with and without a particular mod. Anyone found an efficient way of doing this?
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