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Erwin

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Everything posted by Erwin

  1. Is there an explanation about all the anti-aliasing settings (and the other settings) that nVidia provides. I currently have all the antialiasing settings at max. Is that wrong? I don't have performance problems but obviously I want the best looking image and have never figured out for certain what settings to use.
  2. Will this work with CMBN? Also your readme says install one near tree and one far tree folder. Can you be more explicit re what we call them or what you mean... Thanks.
  3. We're assuming you have CMSF patched to the latest version(?) Makes a huge difference.
  4. And I always feel like I'm cheating or being gamey by loading up in the set-up turn. I mean if that's how we all play our games, why not have every scenario start with troops loaded to the max? I would be far more inclined to go with the more realistic default load-out if I knew it wouldn't be such a PITA (esp in WEGO) to aquire more ammo.
  5. Ah, so small maps are the problem (again). It's rare to have 800m ranges to work with (at least in the most recent campaign I played). Most of the time it's been 300m LOS at most. And am unclear what effect if any MG fire has on troops in foxholes.
  6. I think I have seen units given a 360 degree arc do nothing. ie: They all stay exactly where they were. I thought maybe that's what he meant.
  7. Playing WEGO: In scenarios where one has armor, I find that MG's to be fairly useless, almost deathraps. They are a priority target for mortars which are usually unseen, can can't pack up and run away fast enuff when spotting rounds arrive. I find myself using a combination of inf scouts to find enemy ATG's (and tanks), arty to kill the ATG's, and only then send the tanks in supported by some inf to blast out inf defenders. Enemy mortars are less effective vs tanks and inf as you can keep em moving. MG's that require deployment seem to get hit much of the time as they need time to set up/pack-up. How do you guys use MG's effectively?
  8. If you have a unit facing in any direction and give them a facing or covered arc in another direction, they will move to face in the arc direction - defiinitely in buildings. So, not sure how you managed to have ambushers facing away from a wall and only have them turn and ambush when someone enter the room via that wall. Hmmm... or do you use FACE to get them to the other side of the room, then a 360 degree arc, so they don't move away from that position. (I still use 180 degree arcs out of habit.)
  9. +1. Acquiring from proximity rather than actual have the entire team or squad mounting a vehicle (or buddy) is surely the more realistic AND easier method.
  10. I always thought Das Boot was originally a German TV series and later re-edited for the big screen. But found this: "Several versions of the film and video releases have been made: The first version to be released was the theatrical 150-minute (2½-hour) cut, released to theatres in Germany in 1981, and in the United States in 1982. It was nominated for six Academy Awards (Cinematography, Directing, Film Editing, Sound, Sound Effects Editing, and Writing). Much more footage had been shot for the film than was shown in the theatrical version, and in 1985, a TV miniseries of Das Boot was shown on German and Austrian television. Aired in three parts, it had a runtime of almost five hours. Petersen then oversaw the editing of six hours of film, from which was distilled Das Boot: The Director's Cut, 216 minutes long (3 hours, 36 minutes), released in 1997, which combines the action sequences seen in the feature-length version with character-development scenes contained in the mini-series. In 2003, the Starz/Encore movie networks finally premiered the complete, uncut miniseries version on U.S. television. This version, running 293 minutes (4 hours, 53 minutes), without commercials, was released to DVD on June 1, 2004, as Das Boot: The Original Uncut Version."
  11. It seems designed as a mobile AT bunker since it arrived when Germany was on the defensive everywhere. (When was it designed?)
  12. It's an interesting question WHY we in the west seem to be apologizing for everything and allowing such "bad" behaviour from the ME amongst others. We've seen what happens when one gives kids such wide latititude with little responsibility. Why is it ok for adults in other countries (and our own now) to behave badly but we have to "understand" them and allow them, even when they threaten and cause violence and death? My background is East Europe where WE were the ones oppressed for centuries.
  13. I don't understand how annyone can play (anything) using such a small screen. Must have very young eyes.
  14. Welcome aboard! You can check LOS from every waypoint or unit using the TARGET command (and cancel it after of course).
  15. "The rest will arrive later on." Ah... Ooops...
  16. Great site for tanks and AC's - all on one page. (Altho' made me sad so few are in the CM2 games.)
  17. I had done reasonably ok up to then so I chose the historical SPLIT. The Victory Calculations of CM2 were again weird. I won all the previous scenarios handsomely - most Total Victories IIRC. When I CF'd after 20 turns in the final scenario after beating up on the first line of US troops, I was given a Draw, and a campaign result of Minor Defeat.
  18. This is the game for all you ultra-realists: http://www.defence.pk/forums/general-images-multimedia/45008-most-realistic-video-war-game-yet.html Ultra-Realistic Modern Warfare Game Features Awaiting Orders, Repairing Trucks. Designers say the new game explores the endless paperwork, routine patrolling a modern day soldier endures in photorealistic detail. Modern Warfare 3 will blow away its predecessor in the realism department, being the most "true to life" installment of the game ever produced. A "majority" of gameplay will have players hauling equipment, cleaning vehicles, experiencing home sickness and "filling out paperwork." Check out the full report after the break. We're so bummed we weren't invited to the reveal junket, which had journalists sleeping in the Pentagon and being briefed in "the war room" (which actually has a sign: "No Fighting Allowed!").
  19. Hope they don't feature flamethrowers only on Touch. Visions of everyone deserting PC gaming for playing CM2 on your smartphone. (Aaaargh!)
  20. The Brits were still doing that sort of thing during the Malaya insurgency. I think during and after that it became increasingly unacceptable. There was some expose story and official apology about Malayan atrocities going on when I was in the UK last May.
  21. Am curious why folks insist on using Norton ("the work of the devil") when there are better free ones out there like AVG etc.
  22. Just completed this campaign. Well, I played all the scenarios but the last one (attacking the beaches) as it seemed silly and not entertaining so I CF'd after 20 minutes into the scenario. The initial scenarios were fun, although each successive one was less fun. Conrath was my first CMFI campaign and unfortunately, I didn't enjoy it as much as the CMBN campaigns. The problem I had was that all the maps until the last were small and one had limited options - every situation was a head-on assault. After a few dozen of those in CMBN and CMFI etc. they just get repetitive. I was initially excited re the final scenario as the map is one of the largest I have seen in any CM2 WW2 scenario. But, then one is only given 2 platoons and tanks and two platoons of inf and no artillery at all to cope with enemy ATG's. The scenario more than most became a game of examining LOS's to ensure that ATG's couldn't see/fire at the German tanks. Very time-consuming and not fun. The few units seemed lost in the large terrain area. I know the designer wanted something "realistic". But, I couldn't help but wonder if Conrath had more units than that when he arrived at the beach. However, it took a while to save, so I imagine that more units would have slowed things to treacle(?) So, a good effort, as I know how much work goes into campaigns. But, ultimately I hoped to find something more entertaining.
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