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Chops

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Everything posted by Chops

  1. Looks like a possible bug - difference between number of soldiers and graphical representation in Unit Panel.
  2. The Bradley engine sound files seem to be corrupted. If you follow a Bradley closely while it is moving, it sounds like a human voice file was some how mixed in with the Bradley engine sound files. I first noticed this when CM:SF was initially released. I have CM:SF, Marines, and Brits installed and the most recent patch, however, the same strange sounds are still present for the Bradley. Has anyone else noticed this?
  3. *Jogs along with c3k and Elmar* yeah, seriously. How about some more tool-tips?
  4. I thought that was a picture of Elmar and his unit. Isn't that him in the middle of the photograph?
  5. Webwing thanks for the update. I noticed that screenshots of Dutch soldiers and equipment are conspicuously absent from the NATO media files. Will you be posting new screenshots soon?
  6. That information is confidential...sorry. For players only.
  7. Very nice, thank you. It would be great to see some shots of the other countries as well.
  8. I kindly suggest that Emrys get onboard with the revolution. Other wise it may be prudent to revoke his non-Player's Union membership, and to of course blacklist him. And by the way, seeing that you hail from P.T. Emrys, no sailing is allowed while on strike.
  9. I categorically refuse to purchase CM:N or CM:Nato or for that matter CM:A until they are released. This is in protest to the lack of a repository and additional screenshots and information pertaining to above mentioned products.
  10. You can download the Shock Force demo here - http://www.battlefront.com/index.php?option=com_content&task=view&id=1336&Itemid=318 and check it out yourself. CM:Normandy is building on the features already in CM:SF
  11. If you read the first post in this Thread http://www.battlefront.com/community/showthread.php?t=90197 , you will find the information you are looking for - From Steve - 12-23-09 "On top of that, the player can now purchase and place a wide array of defensive works including barbed wire, bunkers, foxholes, and even trenches. That's right, trenches! All of these elements follow the rules of Fog of War, including trenches. Yup! Long time members of this Forum will recall some very long and heated discussions about trenches and what we can, and can't, do from a technical standpoint. While people's passionate calls for FoW trenches didn't magically erase the technical challenges, they did cause us to adopt a new method of representing these elements. We're still working on final graphics for the defensive works so you'll just have to wait a bit to see what they look like and to get more details on how units interact with them. Just know that they do give you guys the game elements you made clear you wanted back into CM. We do aim to please."
  12. Well, since you mentioned Water, that brings up a couple of interesting questions: What will water look like in CM:N? What sort of characteristics will the water have regarding troop and vehicle movement? How deep will the water be? What will it feel like? I guess I have a thing about water. I was born under the sign of water, I live near the water, I like being in the water, and I like walking next to it every morning...so please forgive my excessive interest in the subject. I know you are a busy guy, so maybe the next update could be all about - Water.
  13. This great little post seems to have been lost in the shuffle. Any word on this? Or even better yet, how about some Water? It has been mentioned for CM:Afghanistan and CM:Normandy but very little info. or screenshots have made their way out so far.
  14. Or a player could have taken the last three years and made the choice to educate themselves in how to use the Editor, and then designed their own scenarios. Just speaking from experience, I find it really enjoyable designing my own scenarios. This approach has certainly alleviated any frustrations with Quick Battles because I don't use them.
  15. From Steve: 11-20-2008 "The timeframe for the first Family of WW2 games is June-September 1944, which means it covers pretty much everything up until the Allied "pause" along the German frontier. The second Family of WW2 games picks up from there and goes until the end of the war. As for sticking to realism, we're definitely going to keep at it for a while. But unlike CMx1, the Module concept allows us the flexibility to break that if we think there's a viable market for the end product. Yes, I'm talking about things like the Maus I've already hinted at this before so this is nothing new. It is true that the US didn't run up against many of the "fun" things until after the conclusion of the Normandy campaign. However, we will definitely have Tigers and some SS formations in the game. Ahistorical? Technically no because there actually was very limited contact between US and SS formations with Tigers. But the thought of having a WWII game without Tigers in it... I'm pretty sure that's against the Geneva Convention or somefink The 1st Module, which features Commonwealth forces, will have a ton of new German stuff in it as well as our pale tea drinking friends from the wee little island off the coast of Normandy. As with CM:SF, all Modules will work transparently with each other. Which means you can match up US forces against Porche turreted King Tigers, for example, once you get the Commonwealth Module." 8-27-09 "Well, if we really wanted to be shrewd we would have the FJ and SS units be their own Module, with the Commonwealth Forces be in its own too. Heck, put the Airborne Forces for Normandy in a different one. It's not like we'd be the first to do this But that's not what we're doing. We basically say any one release will have X amount of units in it with Y diversity. Diversity is what costs us exponentially. Having 20 more variations of Wehrmacht units is a lot easier than having 5 different types of SS or FJ units because variations of Whermacht forces does not require new models, new artwork, new weapons, etc." "The focus is on the usual combat between US and German forces in a particular slice of Normandy. FJ might be less of a "special case" there than compared to a slice of the Eastern Front, but they are still not the norm and therefore can be put aside for Module 1 without any conceptual problems. Or I guess no more conceptual problems than not having Funnies, 21st Pz craziness, or other things which aren't of a routine nature." 10-5-09 "As for French in Normandy, that should be fairly easy to accomplish at some point. Definitely not in the initial release, definitely not in either the 1st or 2nd Modules. If things go well they will be in the 3rd Module along with a bunch of other miscellaneous stuff that is too big and/or too out of place to go into the other Modules."
  16. Wood, If you use the search function available for the Forums you will probably find the info. you are looking for regarding Quick Battles. These are quotes from Steve (Battlefront): 02-07-2008 One thing I have talked about in the past, and will continue to discuss in the future, is QuickBattles. I think it's safe to say that is the single area that people feel needs improvement. CMx1's QB system was a first attempt and it had its fair share of problem areas. CMx2's QB system is a second attempt and it too has some problem areas. What we will do (sooner rather than later) is begin to change CMx2's system to give a more CMx1 feel to it without recreating the old problems that CMx2 got rid of. 08-13-2009 Now, this doesn't mean we're dropping one group in favor of another. Far from it. The new QB system going into Normandy is almost exclusively aimed towards those who want a more generic, open ended game experience. The reason we're comfortable about that is it turns out that the ones who tend to favor a more structured, realistic environment don't play QBs much, if at all. Therefore, having a system geared towards them is pointless. Might as well not include Quick Battles at all in that case. But instead we're redoing the whole system with a different player type in mind. We are NOT going to do that for Campaigns any time soon. It would be really, really good if everybody could just deal with that. 01-16-2010 CM: Normandy will introduce a new QuickBattle system that will be a hybrid between the concepts of the QB systems of both CMx1 and CM:SF. Players will be able to choose their own maps or have the system pick from the hundreds that are available. Or will be available, just like there are for CM:SF already.
  17. I wonder how long it will take before we see American morons driving these things around on our highways and to the grocery store? http://www.dailytech.com/US+Military+Look+to+Replace+Humvee+with+New+JLTV/article17583.htm
  18. Arrad, Take a look at the CMSF v. 1.20 pdf manual. (The game is patched to v. 1.21 but the main CMSF manual will show v. 1.20 on the cover page). It is really easy to search for info. using the pdf manual. Buddy Aid - pages 42, 48, and 49 Machine Guns - pages 73 and 74 Scenarios - depends on the number of modules you have installed. CMSF base game comes with a set number of Scenarios, if you purchase the Marines and British modules, you will get additional Scenarios. There are also many player designed Scenarios available at the Battlefront Repository - http://www.battlefront.com/index.php?option=com_remository&Itemid=314
  19. I have encountered the Out of Memory error also. I seem to have narrowed it down to a situation where I have used the Z-Bee mod manager to change mods in between saved games for a scenario. It may also be due to using certain mods but I have not confirmed this. I have the game patched to 1.21 also, and received this error in a scenario that was started after patching to 1.21.
  20. Steve, Thanks for the clarification on these issues. The technical details, coding skill, and pure brain power that you guys have put into CM:SF/CMX2 is very impressive.
  21. I have also encountered a lack of spotting by blue units. I had a Marine squad advance to a stone wall using Hunt. The Syrians behind the wall tossed a grenade which wounded a Marine. However, the Marines did not spot the Syrians or toss grenades over the wall. It took several turns before the Marines finally spotted the Syrians and dispatched them. Edit: To clarify, the Syrians tossed a grenade as the Marines were approaching the wall. When the Marines were next to the wall as in the screenshot, it took 3 or 4 turns before the Marines spotted them. Below - Marine Squad and Syrian having a chat:
  22. Moon & Steve, What do you guys think about starting a Developer's Diary? I was thinking in terms of maybe a weekly update on what's going on and a screenshot or two if available. Something similar to what Oleg Maddox does with IL-2, Storm of War. It doesn't have to be anything extensive, just a brief update. This might help generate some more interest and other websites like simhq.com, armchairgeneral.com and combatsim.com could link to it on their sites. Granted, the developer's diary would unleash a lot of discussion on this forum, which may be more than you guys want to deal with right now.
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