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Chops

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Everything posted by Chops

  1. You mean Steve took Charles' Buick in for an oil change? It is my understanding that Charles is basically a very large brain in a jar with some specialized tubing and monitors hooked up to it.
  2. The following is from the CMSF Game Manual (Pg. 73-74) that was updated when the Marines Module was released: Deployment takes a specific amount of time for each type of weapon, and also depends on various other factors, such as the unit’s experience and current condition. Note: Depending on the weapon system, certain restrictions may apply as to where a weapon can be deployed or not. For example, some weapons may not be deployed inside buildings or on balconies or roofs. Others may be deployed, but the Setup Time is increased: for example, heavy MGs may deploy inside buildings, though assembly time is 2+ minutes. Example - we want to use a heavy machinegun to provide covering fire for an infantry assault. Finding a good position with good field of view and field of fire, we issue the Deploy command to maximize that guns accuracy and fire output.
  3. So, killing a helpless animal, cutting it's head off and mounting it on a vehicle was a "humorous and good time". That is extremely sick and twisted behavior. Please keep your vile stories to yourself. "The greatness of a nation and its moral progress can be judged by the way its animals are treated." - Mahatma Gandhi This also, obviously, applies to individuals.
  4. Operation Cobra was the codename for an offensive launched by the First United States Army eight weeks after the D-Day landings, during the Normandy Campaign of World War II. American General Omar Bradley's intention was to take advantage of the German preoccupation with British and Canadian activity around the town of Caen, and punch through the German defenses penning in his troops while his opponent was distracted and unbalanced. Once a corridor had been created, the First Army would then be able to advance into Brittany, rolling up the German flanks and freeing itself of the constraints imposed by operating in the Norman bocage countryside. Having been delayed several times by poor weather, Operation Cobra commenced on 25 July with a concentrated aerial bombardment from thousands of Allied aircraft.
  5. How about a Campaign with Syria invading parts of Israel to root out some terrorists and war criminals? Just a little thought.
  6. Ken, I ran a similar test. I designed a small map with a tall brick wall running east-west across the full length of the map. On the north side of the wall was a dirt road running parallel to the wall, and on the south side of the wall, was a U.S. veteran, rested, 5-man Scout team with a +2 Leader facing to the east, stationary. I setup an AI plan for a Syrian T-72, and had it drive along the dirt road on the north side of the wall, including stopping adjacent to the Scout Team for several minutes. A Question Mark Contact Icon was never produced by the T-72. However, as you noted, my illustrious Scout Team did see the T-72's dust plume. In fact one of the Team members remarked "take a look at that". The Team could hear birds chirpping, but no T-72. Seems that a dust plume should at least produce a Question Mark Icon.
  7. I feel that $60 for a main title and $25 for a module is a steal. The entertainment value that Battlefront provides is worth much more as far as I am concerned. I would happily pay $120 for a main title and $60 per module.
  8. Roger that Moon, honest mistake. I thought that maybe this game would be a good way to get geared up for CM:Normandy.
  9. Do you know how to purchase this movie? Is there an English translation available?
  10. Has anyone purchased the new Close Combat The Longest Day? Would you recommend the game? [url deleted]
  11. This Thread - http://www.battlefront.com/community/showthread.php?t=85254 has information related to your question on the second page, although it does not answer it specifically.
  12. You thought snipers were accurate now, just wait for CM:SF 2 http://blog.wired.com/defense/2009/04/super-snipers.html And info on the M107 http://www.wired.com/politics/security/magazine/16-03/ps_sniper
  13. Approaching the top of a canal berm. Cresting the berm. Oops. That hurts. Walkin' Point sucks.
  14. I just re-installed CMAK after several years, and was wondering if there is a way to change the graphics resolution within the game.
  15. SNL - Will F. And I am not even a member of that Peng Thing. How about posting something really funny like an update on the British Module, or maybe some screenshots and videos?
  16. Marines opening fire. Artillery strike on compound is visible in background. View point from the Kill Sack. Numerous WIA and KIA Taliban are visible, along with Marines behind wall. Close combat. Grenades in the air. Taliban is fragged by grenade, while incoming grenade wounds Marine. Total Tally - 21 Taliban WIA or KIA. 1 Marine WIA.
  17. Thanks Mark, I apologize for not being more clear. I am talking about a Baked Scenario that I designed; which has a variety of units on the map at the start of the Scenario. Some units are assigned various commands during Baking and the other units have AI plans assigned to them with no Baked commands. When the Scenario starts, the units with the Baked commands will execute their orders, however, the on map units that were assigned AI plans (no Baked commands) will not move. Reinforcements that have been assigned AI plans will execute their orders when they arrive on map. I have tried this on several other Scenario's that I designed, and the same result happens. I have designed a number of Scenario's and am very familiar with the editor, setup zones, AI plans, etc....
  18. Thanks for your input, however, I was not referring to commands that were Baked into the Scenario, such as Move etc.. I am talking about AI plans assigned to other units present on the map at the start of a Scenario that are not given Baked commands. These units, will not execute their AI plans.
  19. One of the problems that I have encountered with baked scenarios is that units on the map at the start of a scenario will not execute AI plans assigned to them. However, AI plans assigned to reinforcement units will be executed. The scenario designer can issue commands during baking such as Aquire, Move, etc...which will be executed at the start of the scenario. After baking a scenario, just move the scenario file from the baked folder to the scenario folder; both located in the Game Files folder.
  20. I am having the same problem with draw distance. Trenches are not visible from a short distance away. I have the Marines Module installed and patched to 1.11. Here are my spec's.: Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236) Language: English (Regional Setting: English) System Manufacturer: TOSHIBA System Model: Satellite P105 BIOS: PhoenixBIOS 4.0 Release 6.1 Processor: Intel® Core2 CPU T7200 @ 2.00GHz (2 CPUs) Memory: 3070MB RAM Page File: 594MB used, 4365MB available DirectX Version: DirectX 9.0c (4.09.0000.0904) Card name: NVIDIA GeForce Go 7900 GS Manufacturer: NVIDIA Chip type: GeForce Go 7900 GS DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_0298&SUBSYS_FF311179&REV_A1 Display Memory: 256.0 MB Current Mode: 1440 x 900 (32 bit) (60Hz) Monitor: Default Monitor Monitor Max Res: Driver Name: nv4_disp.dll Driver Version: 6.14.0011.8100 (English) DDI Version: 9 (or higher) Driver Attributes: Final Retail Driver Date/Size: 12/15/2008 12:17:00, 6168960 bytes WHQL Logo'd: No
  21. Just had the Out of Memory error and crash after trying to load the second mission of the Forging Steel Campaign. My operating system (Windows XP Pro, Service Pack 3) was showing plenty of memory available. I am using the 1.11 patch.
  22. Many thanks, and much appreciation to the whole Battlefront Crew once again!
  23. Cpl Steiner, I see your point. Hopefully Steve can provide some clarification on this issue. This is from the CMSF 1.10 Manual: Casualties - is casualties suffered, e.g. 100% means the whole force was wiped out. Both soldiers and vehicles are factored into this and you get partial credit for immobilizing a vehicle. Casualties (friendly and enemy): if the player keeps his own casualties under this percentage (relative to the entire force in the scenario) and pushes the enemy above another percentage, he is awarded the respective victory points CASUALTIES - the number of casualties the side is allowed to endure. For each parameter the scenario designer determines the threshold in % (from 0% to 100%) and the amount of victory points associated with each once the threshold is reached. Specifically, you get the points if: Enemy Casualties > X% Enemy Condition < X% Enemy Ammo < X% Friendly Casualties < X% Friendly Condition > X% Friendly Ammo > X% Condition is a combination of (from most important to least) morale, fatigue, suppression, and light wounds (more serious wounds or death are part of casualties, not condition). 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 CONDITION - the number of units allowed to be panicked, routed, tired, or wounded. The Soldier’s bases within the Game Area also show Green, Yellow, Red (seriously wounded) and Brown (dead) to reflect their Wound status. If you point the cursor at a weapon, the name of the weapon is displayed and that soldier’s base is subtly highlighted in the main 3D display. Seriously wounded players (red soldier base) can be given firstaid by their comrades, which is called “Buddy Aid”. There is no Command for this action, rather it happens automatically when a friendly soldier (regardless if he is from the same squad or not) is moved close to the location of an incapacitated comrade. Depending on the situation (incoming fire etc.) the soldier may decide to treat the wounded man. The word “medic” is displayed in the status field. The player can abort the treatment at any time by giving the parent unit that the medic belongs to any kind of Command. The medic may decide to abort the treatment himself as well if there is significant incoming fire. Note: Seriously-wounded (red base) soldiers who have not received “buddy aid” (i.e. disappeared) by the end of the game have a 25% chance of becoming KIA in the final tally. Dead soldiers (brown soldier base) can also receive “Buddy Aid” (by moving a friendly soldier close to the location), but all it does is reclaim their ammo and weapons, if possible. “Aid” to dead soldiers is pretty quick.
  24. The following is from the Patch 1.10 readme file: Seriously-wounded (red disc) soldiers who have not received "buddy aid" (i.e. disappeared) by the end of the game have a 25% chance of becoming KIA in the final tally.
  25. Very nice videos of the Jackal, Scimitar, and Warrior.
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