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Chops

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Everything posted by Chops

  1. Will the Scenario's included in the demo also be present in the full game?
  2. The same description is in both the CM:SF and CM:A manuals. So it does not appear that anything has been changed behind the scenes for the WW II setting.
  3. Yep all three for me. I still play CM:SF and CM:A on a regular basis. Talk about getting my moneys worth....jeez. These games provide never ending entertainment.
  4. [reaches out with open palm, and whops offender upside da head]
  5. Yes. Just send the *.btt file to the person. They can open up the file in the CM:BN Editor, open your file, and then delete the portions of the map that they don't want to use followed by a save with a new name.
  6. I agree. The voice sounds are one area where there is room for serious improvement. I was really disappointed to hear the voices in the CM:BN AAR videos. Recycled CM:SF stuff, which was already weak to start with. It really destroys the sense of immersion. We need Mord to crank out some more of his great voice mods.
  7. The 17th SS had been hit very hard by air strikes while trying to move toward Carentan right?
  8. The 1st SS-Rgt. SS-Sturmbannfuhrer Schuster under Kampfgruppe Wisuceny (led by Obersturmbannfuhrer Wisliceny) was in the action at St. Lo. Don't know about the 2nd SS. What additional weapons and equipment will the SS - FJ be bringing to the mix?
  9. All this talk and anticipation about CM:BN is getting a little tiresome, to say the least. In short order, we will no longer have the thrill and enjoyment of waiting and anticipating the release. So, can we please turn our attention to the next greatest thing; the SS - FJ Module. A junkie has to get his fix and keep it going, so we had better turn our sites on the future. Am I correct in assuming that the battle for Carentan will not be modeled in CM:BN? It is my understanding that the 17th SS was involved in that little skirmish.
  10. Maj.J, Thanks for the feedback. I am the only one to test this scenario. It has 5 AI plans, so if you have time give it another shot and let me know what you think.
  11. Erwin, I also have Win7. I installed CMA and CMSF to C:\Battlefront\..... I think that this will help avoid the problem you are having.
  12. Hi Erwin, It works fine for me. I think it may be something on your end. Did you possibly put them in your CMSF games folder? By the way, the Scenario was posted again because I made some minor corrections to the briefing.
  13. Why can't we have a perfect world Michael? :confused:
  14. They look like life rafts or misplaced assault boats scattered around the landscape. Can the soldiers hiding in these life rafts at least be made to kneel down? Having them stand up with at least half of their bodies exposed out of the "foxholes" really doesn't look good. Otherwise, the landscape in CM:BN is outstanding.
  15. What is the trick to uploading a Scenario to the Repository? I don't see any instructions or way to upload on the Repository website.
  16. Mr. Emrys, there should be no re-hashing required by you, since you have been following and ummm....uh "contributing" [term used very loosely] to the CM:SF Forum for the last 4 years. So, I nominate you sir, as the Director of the Re-Hash Committee. Your primary responsibility will be to re-hash and deal with all of the deserters reporting back in to headquarters.
  17. A lot of the vehicle clipping issues can be avoided by the scenario designer, with the sensible placement of AI Orders, and limiting the number of vehicles assigned to a particular AI Group within the Editor. Also, units can be assigned as reinforcements, since the number of AI Groups are limited to 8. This prevents to many vehicles from trying to move to the same spot on the map at once.
  18. Observations of the first video from a CM:SF vet: I heard many of the same vehicle, american voice sounds, and wounded soldier sounds that are present in CM:SF, in the video. AI vehicles still bunch up at one action spot, just as they do in CM:SF, creating a bit of a cluster phuck. The way to avoid this is for the scenario designer to give individual AI plans to each vehicle. However, if you have a lot of vehicles you can't do this due to the limitation in the Editor of 8 AI plans. Has the number of AI plans been changed in CM:BN? Bailed tank crews do not seem to seek sensible cover, just as they don't in CM:SF. I saw one american crew in the first video run across a field toward woods and enemy troops, when they could have gone the other direction into a hedgerow. Saw some funky infantry movement that is also present in CM:SF, where a lead soldier will double back to the action spot, turning his back to the enemy before proceeding forward again with the rest of the squad. The landscape, soldiers, and vehicles are beautifully modeled, although only got glimpses of this due to the real-time click fest well above the action. Thanks for the video. I am looking forward to playing the game in WeGo.
  19. Steiner was a squad leader in Cross of Iron. Quite a movie.
  20. Yes, you have taken that No correctly. As usual, there will be an announcement at the top of the forum when it is released. I would suggest taking a look at the Announcements section around May 1, 2011.
  21. ND, since things are clicking today, maybe you can resolve this long standing question for me regarding the Condition parameter. I have sent PMs to Steve, Moon, Phillip, and posted this several times, but have never received a response. This is what I posted previously - The problem is with the functionality of the Condition parameter and the way it is presented within the Editor. This is how these parameters appear in the Editor within the Game when setting Victory Points - Friendly Condition > X% Enemy Condition < X% This does not make sense, based on the definition of Condition in the Manual which is as follows - Condition (friendly and enemy): if the player keeps his percentage of wounded, incapacitated and routed soldiers below this percentage and pushes the enemy above another percentage, he is awarded the respective victory points So when a Scenario designer sets the Condition Parameter for Friendly in the Editor, it looks like this - Friendly Condition > (greater than) 20% This means greater than 20% of Friendly Troops are panicked, routed, etc... Enemy Condition < (less than) 30% This means less than 30% of Enemy Troops are panicked, routed, exhausted, etc... The problem lies with the orientation of the > and < signs in the Editor. They are backwards, and don't make sense based on the defintion of Condition. A player wants to keep his panicked, routed, troops below ( < ) a certain percentage not above!
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