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Chops

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Everything posted by Chops

  1. The addition of custom names would be very welcome. While creating a campaign Core File, I looked at the unit names in the 3D Deploy Unit view and then went back into the 2D Editor and renamed the units based on their rank and assigned name, only to have all the names changed randomly when the Core File was imported into my first battle. It would really increase the immersion factor for me, if we will be able to rename a unit and track the units statistics through out a campaign or series of battles, or at least one battle. Regarding the Editor - Will the Aquire command be added to the Editor so that we can supply troops prior to the start of a battle?
  2. Thanks for the very helpful information guys. So, if Core Unit - Company C takes 90% casualties for example in Battle 1, and the script file parameters for refit are met (65% chance of refit) for Battle 2, will Company C be returned to duty at full strength? Will the new troops be pulled from another Company (ex. Company in the Core File?
  3. I am creating a Campaign and have a question about assigning units for individual Battles within the Campaign. For example, if I have Company C designated as one of the Core Units and assign them to Battle 1, Battle 2, and Battle 3, how do I ensure that the gameplay in Battles 2 and 3 will be balanced as far as the number of Units if Company C takes heavy loses in Battle 1? As far as I can tell, when I create Battle 2, Battle 3, etc.. and import the Core File, the units show up fully ready as they look prior to the start of Battle 1.
  4. I have experienced this also. I am using V1.10 with the Marines Module. This happened when playing a Scenario that I designed prior to V1.10, but with the V1.10 patch applied.
  5. What about the option for the Scenario Designer to assign negative points to objectives? For example, if Blue has an objective to Preserve a building, but they destroy it due to artillery fire, then they would have 100 points subtracted from their total points. As it stands now, if Blue does not Preserve the building they won't be assigned any points, however, they will not be penalized either.
  6. In the game the red side of the needle points in the direction you are facing. For example, if the red needle is aligned with 0 degrees on the compass then you are facing North, aligned with 90 degrees you are facing East, aligned with 180 degrees you are facing South and aligned with 270 degrees you are facing West. A compass is divided into 360 degrees, so North equals both 0 and 360 degrees, if you follow the compass around the dial clockwise. The red needle of a compass points to Magnetic North, which is attracted by the earth's magnetic field. Most maps are based on True North, so you must take into account magnetic variation, which is the angle between True North and Magnetic North. We will keep it simple and not get into all that because it is not required in the game. The compass is used in the game to figure out which direction you are facing, and to determine the direction of friendly and enemy forces, and objectives which may be mentioned in the briefing. Just as if you were out hiking in unfamiliar terrain, it is important to know where you are.
  7. I totally agree with Dan/CA. Let's support Battlefront in this endeavor. They are definitely the best in the business. I will be happy to pay a yearly cost for unlimited downloads. Also, please do include a Donate Button, because I would like to help out some more.
  8. Count me in; hopefully statistics for each unit will be made available at some point in the development process, similar to the Enter Key in CMX1.
  9. I created a Blue vs. Blue Scenario with Army (Blue, AI) and Marines (Red, Player). The Blue AI called in Artillery Strikes on the Marines frequently, although it did not seem to start until around halfway through the Scenario. However, I was able to hear the Blue AI, FO conversation with the Artillery Controller every time a new artillery mission happened. The Marines did not have any Artillery or CAS called in, so the conversation wasn't generated from the Players side.
  10. Moon, I pre-ordered with PayPal...there is a Transaction ID listed, a Battlefront.com Order Number and an Invoice Number listed on my receipt but no elicense Number. When I log into the Battlefront.com Store, my cart is empty.
  11. Moon, I pre-ordered Marines on August 8, 2008 (download and mail) for $35.00. I have not received an email for the download. And yes, I am able to receive sales@battlefront.com emails.
  12. That is great news Steve, glad to hear things are looking good for you guys. I want to thank you, Charles, Martin, Dan, and the rest of the extremely hardworking Battlefront crew for providing us with such an outstanding product and hours (days,years) of incredibly engaging entertainment. Really looking forward to the Marines!
  13. Awesome Battlefront! The features you have added are outstanding. Thanks!
  14. I have never seen a soldiers wound status improve either. However, maybe it depends on the Skill Level. From the Manual: The speed at which a wounded soldier is treated depends on the Skill Level chosen. Basic (- Treating wounded soldiers “buddy aid” is extremely fast), Veteran (- Treating wounded soldiers is faster than in real life), or Elite (- Treating wounded soldiers takes a realistic amount of time). The color of the Weapon icon in the panel denotes the general health of the Soldier. Green means the Soldier is in good shape, though perhaps a little banged up. Yellow shows that the soldier has sustained a significant wound that is likely to impair his ability to fight in some way or ways. Seriously wounded Soldiers are dropped from the Team Info Panel completely. The Soldier’s bases within the Game Area show Green, Yellow, and Red (seriously wounded) to reflect the Wound status as well. [ May 24, 2008, 05:46 AM: Message edited by: Chops ]
  15. I have often wondered if Battlefront would one day market CMSF to the Military. Glad to hear that it is in evaluation, and I hope that it works out for you guys. Seems like it might be a great source of income.
  16. When a scenario is Baked, the on-map units will not execute AI plans. However, reinforcements will execute AI plans. Will the Editor be changed in the future to allow on-map AI units to follow AI plans when a scenario is Baked?
  17. Thanks for the update Steve. The Marine Module looks great! I am amazed at what you guys have been able to accomplish with the CM:SF series, from a technical standpoint. It is hard to believe that the Marines Module is only $25.00. I feel that is a very small price to pay for the many hours of entertainment received, and for the incredible amount of work you guys have put into the whole series. Thanks again to the Battlefront Team!
  18. I have a saved game of a Red vs. Red Scenario where friendly fire occurred by RPG. Red1 (player, blue icons) against Red2 (AI). An RPG fired from Red1 entered a window of a building occupied by three Red2 soldiers and one Red1 soldier. The RPG missed the three Red2 guys and hit the Red1 soldier located in the back of the building. As the Sgt. said, explosions are an equal opportunity killer. [ April 27, 2008, 01:03 PM: Message edited by: Chops ]
  19. Here is what Steve posted recently: posted April 09, 2008 12:38 PM "Just enough time available to me to just reassure people that we are not abandoning the Modern setting. This is all part of the new way we're doing things with CMx2. Instead of putting out one game and having 2 years between it and the next one, we're trying to put out one new game roughly every year and have a steady stream of additional content (Modules) going along in parallel. For CM:SF we have one Module nearly done, another one already well under way, and probably at least one if not two more after. That's a lot of stuff [big Grin]" Maybe we will start seeing Marine screenshots and info. soon.
  20. I have not seen infantry friendly fire but have seen it from air support as shown below: The infantry squad that got hit by friendly fire from AH-64D Helicopters was outside the area targeted for air support. Helicopter off-map launches rockets toward target area. Squad wiped out by friendly rockets. Helicopter's view as it launches rocket attack and mistakenly takes out friendly squad. [ February 24, 2008, 03:12 PM: Message edited by: Chops ]
  21. Squad advancing toward city when tragedy strikes: Soldier hit by sniper - KIA. Sniper is barely visible on top of two-story tan building. Sniper fires another shot that misses. Puff of dust is kicked up. Squad is pinned down by Sniper. The Sniper's View ....bullet can be seen traveling toward target. [ February 25, 2008, 10:14 AM: Message edited by: Chops ]
  22. Experienced another CTD while playing a custom scenario I designed, in WeGo Mode with the 1.06 patch. After loading a saved game and watching a re-play the game crashed with one second left. Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_qfe.070227-2300) 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: 461MB used, 4498MB available DirectX Version: DirectX 9.0c (4.09.0000.0904) DX Setup Parameters: Not found DxDiag Version: 5.03.2600.2180 32bit Unicode 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: 6.14.0010.9792 (English) DDI Version: 9 (or higher) Driver Attributes: Final Retail Driver Date/Size: 12/20/2006 14:29:00, 5745536 bytes WHQL Logo'd: No WHQL Date Stamp: None VDD: n/a Mini VDD: nv4_mini.sys Mini VDD Date: 12/20/2006 14:29:00, 5747488 bytes Device Identifier: {D7B71E3E-41D8-11CF-8954-3BDF00C2CB35} Vendor ID: 0x10DE Device ID: 0x0298 SubSys ID: 0xFF311179 Revision ID: 0x00A1 Revision ID: 0x00A1 Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
  23. I experienced the same CTD while playing the King's Copper Mine scenario. I have the BFC version of the game, patched to 1.06. After loading a saved game, the game will crash while in re-play mode.
  24. Thanks to the Battlefront Team for another outstanding patch! Once again, I appreciate your effort in improving this fantastic sim. I have also noticed a bug as well using the 1.06 patch and WeGo mode with a Veteran setting. I ordered a dismounted squad that had just finished searching a building to re-board a Stryker. I also gave the Stryker a Move command with a 15 second pause. The Squad moved to the Stryker and re-boarded with the exception of one soldier who was left standing there with a dumbfounded look on his face. He looked like a kid who just missed the School Bus. The Stryker moved out leaving him behind. I was unable to get this single soldier to re-board, or get the existing Squad on the Stryker to dismount. I could get the Stryker crew to dismount and reboard, but not the passengers. I tried various things over succesive turns, and nothing solved the problem. Also, on another note: I have noticed during re-play of turns in WeGo mode, that soldiers will be standing there with their arms straight out. A bug seen previously. Additionally, craters do not reset during re-play.
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