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Chops

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Posts posted by Chops

  1. I think that the ammo bars are the same for all factions, starting with the 5.45mm on the left then the 7.62, rifle grenades, hand grenades.

    This is where my frequent request for tool-tips comes in. The UI is sorely lacking in providing the player with information on the type of ammo that goes with a particular weapon, and what type of ammo is contained within each ammo bar.

  2. Life is complicated :)

    Steve

    Hey, I have also heard it's a bitch.

    It is always amusing to me to hear people talk about the awful buggy release of CM:SF. What BFC pulled off from a technical standpoint is absolutely amazing. If one looks at it in those terms, it provides quite a different perspective. I have enjoyed CM:SF from day one.

  3. Chad,

    Here is an oldie but goodie for you - enjoy!

    11-16-2009

    There are only two significant things left to code for Normandy. The rest is the normal pile of odds and ends, ranging from time consuming (scenarios and campaign) to the easy (2D weapons icons) and from the cool (vehicle textures) to the mundane (manual). The detail stuff takes a lot of time, but not 10 months :P

    Steve

  4. I have always thought that the ability to track a unit (e.g. Platoon) throughout a Campaign would really add to the immersion. Getting stats at the end of each battle and then a final tally at the end of the campaign with cumulative results. The ability to add ones own name to one of the soldiers would also add to the feeling of being there.

  5. Welcome to the club Ken. I've been enjoying checking out this title, and as mentioned above some great mods as usual add to the immersion.

    Hopefully we can talk Steve/Snowball into making a few tweaks. Although apparently there isn't a Snowball's chance in hell of getting useable trucks implemented.

    2. Trucks lacking passenger capacity. Unfortunately adding support for that many passenger spaces is a real PITA to do. Snowball made the decision to not include passenger capacity because they felt troops wouldn't ride in the back of trucks in a tactical environment. Unless they change their minds the status quo will remain.

    Steve

  6. A grisly story -

    I had a squad of Sarandoy DRA troops supported by a T54B, moving toward a market and compound where they were taking small arms fire. The 2nd Platoon LT was hit and seriously wounded. While the XO rendered first aid, the remainder of the 9 man squad got up from the prone position to manuever toward the compound. Just as 2 of the members got up to move out, they were hit with small arms fire. One soldier was hit in the head and KIA, the other was hit in the upper body and seriously wounded.

    The T54B moving up in support of the squad spotted the source of the attack; which was coming from several mujahedeen on top of a one story building in the compound. The tank fired a small burst from the 7.62 machine gun. That didn't seem to have much effect, so the crew loaded up a 100 mm HE round and fired that off. The round went right through a mujahedeen and kept on going upwards and off map due to the angle of fire from the tank. The round never exploded but it obviously KIA'd the muj. Then the tank spotted another mujahedeen on the roof and fired another 100 mm HE round. Same result, took out another muj without ever exploding and continued on its trajectory.

    If a 100 mm round did actually hit a person I imagine there wouldn't be much left, but would the impact be enough to cause the round to explode? I think that the end result would be as happened in the story above, and modeled by Battlefront.

    This here is the horrible reality of war, that you don't get on the nightly news.

  7. Ah! Believe it or not, two completely unrelated bugs :D Both will be fixed for v1.31. Thanks!

    Steve

    Steve,

    Will you please consider adding some additional information to the weapon tool-tips that are already present? With all of the different types of weapons in the game, it would be great if you could include the type of ammo that a weapon requires.

    Also, if you could add in tool-tips for the rank and branch, that would help as well.

    The weapon ammo issue is really important for CM:A, where there are so many different weapons present within one squad, and it is very difficult to determine squad ammo load-out.

    Thanks.

  8. Yes, you can have baked orders for the Human player at the start of a scenario. I have used it primarily for the AI side, along with the delayed airstrikes/artillery. For the AI to follow AI plans, you must have the AI troops come in as reinforcements. The AI on map troops will follow whatever baked orders you give them, but not AI plans.

  9. Oh well Mikey, thanks for the info. I have kind of enjoyed making baked scenarios, however, they are limited. For example, on map units will not follow AI plans. If you want AI plans to work, you have to set all the units that you want to follow a plan, as reinforcements. Of course the units on map at the start of a scenario will follow baked orders (not AI plans) which is the main point. The ability to set delayed artillery or airstrikes was also a nice feature.

  10. Yeah, I know Steve mentioned that Baked Scenarios will not be included in CM:Normandy. However, the CM:A manual talks about Baking.

    Regarding the terrain objectives, you are correct, with the exception of points for an Exit Objective. Wondering why points can't be assigned to exit?

    Trucks - what is the purpose of having them in game if troops can't be loaded or ammo acquired? They do make nice fireballs, so maybe that's it.

  11. 1. In the Editor -

    Baking Scenarios is not available. I just designed a Scenario and went to Bake it in the Editor and much to my surprise - gone!

    Points for Terrain Objectives are not available either. No place to add points..

    2. Graphics - troops and vehicles seem very low-res compared to CMSF. Can this be improved in a patch or is this a function of the artist that designed the textures? The weapons look good however.

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