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Cameroon

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Posts posted by Cameroon

  1. I was going to read through the comments and then reply, but gah, so many! :)

    It's beautiful, even at Balanced/Improved and the tutorial mission was fun - had to restart it a couple times while my brain got back in the swing of things. I can't wait for the full game!

    My girlfriend is definitely not going to understand ;)

  2. Hey MikeyD. no need to be sarcastic, I am only voicing a concern about something i see that worries me.

    let me try to explain my question a little better.. I am worried about the actual accuracy of units firing in the game.

    In cmx1, as a player, I tried and for the most part kept my casualties to within a level I would expect in real life, will my playstyle achieve similar results in cmbn, or is the casualty rate running higher across the board and if so why?

    I would say that of course the results are going to be different, it isn't CMx1.

    CMx2 has new mechanics and behaviors all over the place, so things you expected to work in a particular way won't and it will bite you.

    And, as always comes up, the casualty rates are reflective more of the person in command. If you had low casualty rates in CMx1 and you and your opponent would quit/surrender/ceasefire when they got too high, then you can still do that in CMx2. On the other hand, if you had low casualty rates in CMx1 and your opponent had huge casualties, then you were just far outplaying them - not really keeping "realistic" (or maybe historically normal) rates.

  3. Hmm... I was still in college at the time. No idea how I heard of it back then, but I downloaded the demo and fell in love with Chance Encounter in particular. Even once I had the full game I'd go play that scenario, always trying to out-do previous attempts. Played CMBO far too many nights instead of sleeping.

    I pre-ordered CMSF but I haven't had the time to devote to CM like I did in the past and my favorite thing from CMx1 (QBs) works entirely differently, so it hasn't latched onto my time like CMBO and CMBB (CMAK didn't grab me either... maybe it's the desert).

    I've been quietly waiting for the return to the western front and now find myself back here throughout the day.

  4. This will differ depending on your in-game settings as well. One of the big things it changes is how close in the LODs go.

    Even at "best" - which does tend to kill my performance (for reference E8400@3Ghz, 5GB of RAM and NVidia 9600) - the underlying ground texture disappeared rapidly. That may well be intentional, I'm not going to 2nd guess the graphics programming since I have no experience there, but I'd say mostly it was the jarring nature from high-res to really low-res.

    The screens from the various CMBN AARs seem not to have that issue, but that could be jpeg compression and/or less underlying ground texture transitions (that is, not mottled brown/green like the 2nd mission in the Afghanistan demo).

    Generally CMSF (which I have, fully patched) plays well, but I play at Better (I think - one or two stops up from the default) but I will certainly cheer if the quality/performance of the graphics engine rises ;)

  5. Hi Cameroon,

    thx for the fast replay - that sounds great but it will add to the combat mission battle for normandy or the next addon or?

    I hope not for the next series ;):)

    The impression I got was for CM:BN "sometime", but I don't think I've seen anything saying when/how that will come about. You could probably do a search for "hit decal" and find Steve's comments (I, on the other hand, am off to work :)).

  6. I haven't got any issues, in fact I loved the textures in CMSF, that has to be one of the best looking games I've seen for ages and Normandy looks almost as good.

    Edit: http://www.battlefront.com/images/stories//CMBN/Gall4/1cm-normandy-tiger.jpg Ok, prize goes to CMBN :D

    You know, looking at that screenshot and at others - and thinking back on various times playing - it almost feels that the camera has a light right behind it. So maybe it's that there isn't (much) of a positional light source or rather that the camera's "personal" light source is too bright?

    Anyway, I primarily play CM for the gameplay and not the eye candy. I like the way CM:BN looks a lot - wouldn't complain if the lighting improved though ;)

  7. Originally posted by Paul AU:

    I'd have thought that gridded terrain mods have been so popular in CMx1 that it should be included in CMSF as a togglable option, at least.

    Is there anyone who doesn't play CMx1 with gridded terrain?

    (Come to think of it, who was the genius who first modded that? (And why Haven't I sent him cash)).

    I used a ton of CMx1 mods, but never gridded terrain. It's ugly and wasn't something that added to the game for me smile.gif
  8. Why would you redo all the work to go from OpenGL to DX10? I mean, if you intended to be locked to MS from the beginning, ok, maybe.

    I can't see how that'd be a priority above, oh, every other possible option they have to actually add meat to the game :D

  9. Well if Fast becomes Quick, but only after they tire, then does that mean that Fast is (err) faster over short distances? I would have thought that Fast would be good for short moves where you aren't likely to be shot at.

    I'd test, but I can't right now - unless I can get CMSF on an iPhone ;)

  10. Originally posted by MarkEzra:

    </font><blockquote>quote:</font><hr />Originally posted by Bahger:

    </font><blockquote>quote:</font><hr />Originally posted by MarkEzra:

    QBG Maps was a group effort With Mishga and myself producing many but not all of the maps. QBG vol 1 thru 3 are basically standard QB maps. There are also Mishga's Tiny maps for small unit action...quick lunch time battles! There are also a set of large size maps that were duplicated to allow tiny, small, medium or large unit games. My suggestion is to start with the QBG Maps Vol 1, 2, and 3...

    Just d/l-ed the first batch and I have what is probably a slightly goofy question: Is there any way after a QB battle loads that I can tell whether it's a stock map or one of yours? </font>
  11. I suggest the Ghost campaign by Webwing; it's almost entirely Infantry and I've been having a lot of fun getting chewed up (winning, but at more cost than is healthy). I blame my tactics and not any goofy engine issues smile.gif There are both MOUT and "non MOUT" portions.

    I can also recommend The Curve as a good standalone scenario and the QB map packs that MarkEzra and crew released. All of the above are available on CMMODS.

    I plan on starting the built-in campaign now, as well. It's funny, when I started playing CMSF I played almost entirely RT and didn't look back at all (WEGO just didn't feel 'right'). Then, with 1.06/1.07, playing WEGO suddenly felt right again. I think this is due to units behaving generally as expected so you don't have to be ready to step in at a moments notice.

    I can't offer up more good scenario/campaign suggestions, but that's only because I play too many games that have long lives and lengthy sessions (GalCiv2, Sins of a Solar Empire, CMSF, etc.). Makes it hard to play huge amounts of any one game ;)

  12. Originally posted by handihoc:

    Fantastically quick response. Thanks.

    Yes, looks like dogs in US and UK have different styles of accommodation.

    Heh, all the dog houses that I think of are like those you described and I'm in the US (DC).

    Fortunately you asked before I had to admit to my own lack of knowledge ;)

  13. Originally posted by Phoenix:

    Thing I noticed... is a weird "dance" the guys do if I deploy them and then issue a "face" command while they are in a building, or on a roof. Same if I give an arc to target.

    Example, on a roof, I tell them to face "that way". Most do, but 1-3 guys ends up running back and forth, back and forth...over and over. Eventually they stop, but it's really weird.

    I'm pretty sure this is those soldiers attempting to find the best cover/view at that location after the facing command (or cover arc).

    Note the change log:

    • Soldiers are better at shifting positions (very short distances only) to get a clear LOF to a target, or to make better use of cover after a Facing command.

    It seems the algorithm tries to jockey for a good spot and if it can't, eventually stops trying for a better location. Makes sense to me smile.gif
  14. Originally posted by Gene-:

    I try ;)

    EDIT: Can you clarify that statement about the "Multiplayer Lobby" thread, gibsonm? I only see comments on Hamachi, which just bridges clients in an artificial LAN to bypass any closed port issues. Is there something I'm missing?

    I can't speak for gibsonm so perhaps there's more to the Multiplayer Lobby than I thought, but as far as I'm aware it's simply a method for finding opponents.
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