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Ryan Crierie

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Everything posted by Ryan Crierie

  1. I'm very skeptical of this entire "module" experience; I want a very comprehensive game right from the start; that's what I love about CMBO, CMBB, and CMAK, you could simulate a very very very large cross section of warfare without having to buy module after module. I would buy these modules if they were fairly comprehensive and theater wide; IE, Northwest Europe from 1944-45, North Africa 1939 to 1943, Italy from 1943 to 1945; The Ostfront from 1941 to 1943; the OstFront from 1943 to 1945; you get the idea. About the only time I'd buy a module other than a comprehensive one would be if the subject matter was so specialized that there was little to no interest in it, such as France 1940, Poland 1939; or WWII:1946, in which you get all kinds of experimental vehicles like the Panther II, Panther F, Panther G Uhu, T29 Tank Destroyer, etc. [ June 09, 2005, 02:05 AM: Message edited by: Ryan Crierie ]
  2. I'm very skeptical of this entire "module" experience; I want a very comprehensive game right from the start; that's what I love about CMBO, CMBB, and CMAK, you could simulate a very very very large cross section of warfare without having to buy module after module. I would buy these modules if they were fairly comprehensive and theater wide; IE, Northwest Europe from 1944-45, North Africa 1939 to 1943, Italy from 1943 to 1945; The Ostfront from 1941 to 1943; the OstFront from 1943 to 1945; you get the idea. About the only time I'd buy a module other than a comprehensive one would be if the subject matter was so specialized that there was little to no interest in it, such as France 1940, Poland 1939; or WWII:1946, in which you get all kinds of experimental vehicles like the Panther II, Panther F, Panther G Uhu, T29 Tank Destroyer, etc. [ June 09, 2005, 02:05 AM: Message edited by: Ryan Crierie ]
  3. Ah thanks. But there's a problem with CMHQ: whenever I try to download CMMOS and it's packs I get 500 PASV: Permission Denied EDIT: I'm downloading them normally now, I had to log in as an anomyous user to ftp.combatmission.com with a FTP program.... [ June 13, 2004, 03:15 AM: Message edited by: Ryan Crierie ]
  4. Can anyone give me a link to where the main engine is now? I've heard it's on CMMODs, but I just can't find it. :mad:
  5. I'd love to see a hypothetical cold war CM to be made one day.... There's only so many times you can keep going back to WWII before you need to take a breather from it
  6. Not really. Just make the divisional markings a separate decal file that's overlayed over the base texture. See IL-2 Sturmovik for a good example of this.
  7. Got a new gaming rig today, a Athlon 2600+ XP on an Asus A7N8X-X mobo, with 512MB ram and a MSI GeForce FX 5600, and CMAK has no problems with the latest 50.xx drivers running in 8x antialiasing. :eek:
  8. I'd like to see something other than a shadow, but as others pointed out, this is a ground combat sim, not a plane sim, so a low poly model that looks like the plane in question is good enough. IE, it looks like a Ju-87, even if it isn't accurate down to the rivets...
  9. Yeah, we can do this already, but we have to do it manually with pen and paper. It would be great if the next iteration of the game engine took that off our hands
  10. double post (delete this) [ October 10, 2003, 03:47 AM: Message edited by: Ryan Crierie ]
  11. We also need some special victory point rules that can be implemented in the scenario for partisans. See, partisans don't play by the same rules as we do. While a conventional military force might seize ground, a partisan might just want to blow up a specific building or do some other task. Also, such rules could be used in non-partisan scenarios. To give an example: You set a Victory Location on some house, which you name the "Kommandants house", and you specify that the partisans must take that victory location and hold it for x amount of turns in the first x turns of the game to gain x amount of victory points, representing the various partisan stuff that was time sensitive, such as snatch n grab operations, grabbing specific papers, etc etc. This could also be used to simulate other stuff such as spirited defenses, IE, if you can hold the seelowe heights for longer than it was held historically, you get x amount of VP points.
  12. Hmm, I dunno. That's a lot of extra work, for something that will only be briefly glimpsed as it whizzes into the area and looses some cannonfire... Perhaps a simplistic 1,000 poly only model?
  13. How about multiple moon phases being available for night scenarios: "No Moon, Quarter moon, Full Moon", because a full moon shows a lot more light than no moon at all.
  14. Vader, Armored trains were used extensively by both sides on the Eastern front to patrol the very large stretches of land that needed patrolling and to keep supply lines open. it would be very interesting to do a armored train vs partisan scenario...
  15. In CMBO, CMBB, we had railroad tracks, but they were more of a "chrome" thing that really didn't do much. I for one, would like to see armored trains make an appearance in CM(X) to give those railroad tracks some functional use, or similarly, railroad boxcars that you can use as cover for units.
  16. I agree. We would be able to track statistics or save our best battles for publication on the web.
  17. Then why not just code the game to dump all the results of a quick battle into a convient text file that people can use to do their own automated campaign rules with? Biltong has mostly automated his campaign system, but the big stumbling block is the amount of time it takes to track every squad and tank, and then reinput that data into the next battle... And then you can import the text file generated by Biltong's campaign rules into the quickbattle generator as the new OOB
  18. This would only be useful in operations, which take place over several days, or across an entire day.
  19. Please, PLEASE make the 3D models external of the EXE file, and in an easily convertable format so that us modders can create or superdetail our own 3D models for the game using 3D studio max... It would be fun to see a mod of a Sherman with real honest to god sandbags on the 3d Model Or Finnish StuGs with logs on the sides :eek: [ August 24, 2003, 08:41 PM: Message edited by: Ryan Crierie ]
  20. What programming language/library did Hubert use to program SC? I ask this because I'm a budding wargame designer who would like to at least learn how to make computer wargames at one point in the future...
  21. I'm interested in how BTS designed the UI - how did you come to the conclusions that you did on how best to control the camera, etc, why you added the "camera angle up/down feature", and camera zoom, etc [ May 14, 2003, 02:42 PM: Message edited by: Ryan Crierie ]
  22. Replace the textures on armored car wheel sides with an animated "rolling" texture, and do the same with the suspension textures on the tanks. It would be a cheap method CPU wise to show moving wheels, etc, without actually rotating them, which eats up CPU time.
  23. What the HELL are you smoking, and can I have some? German planes have a completely different set of attributes, they're high speed boom and zoom fighters designed to get in, waste the enemy in one pass, and then go off into the wild blue yonder, while Russian planes were designed to be flown by ill-trained pilots, so they're more into the turn and burn school, and VERY stall and spin resistant compared to the german planes. All this is historical reality. We have a word for you people on flight sim boards: Luftwhiners. [ April 11, 2003, 04:07 AM: Message edited by: Ryan Crierie ]
  24. Just an annoying nitpick I've noticed with the StuG IV whenever it's knocked out, The barrel goes halfway into the lower hull.. [ April 11, 2003, 04:02 AM: Message edited by: Ryan Crierie ]
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