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Count Zero

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Posts posted by Count Zero

  1. Originally posted by Pzman:

    From what I've seen in the support forum over the years CM doesn't work that well on intigrated garphics, period, and the GMA950 on the Macbook and Mac Mini is hindered by having shared memory too boot. If you want to play any games on those machines make sure you have at least 1GB of physical RAM.

    Even integrated graphics evolve. Sure, the GMA950 isn't impressive compared to the current mobile GPU's, but the benchmarks I've seen indicate that it would be able to run the CM games decently.

    The shared memory thing is becoming less of an issue too as long as you use paired RAM-sticks (2x512 Mb or 2x1 Gb).

  2. Originally posted by Matias Duarte:

    7) Animated camera movements between the zoom levels. That is when you press one of the number keys to change camera level, instead of instantly snapping to the new view, quickly animating the camera movement so that the view flies smoothly up or down. (there's a subtle wrinkle in implementing this - you want to make the transition time constant regardless of the distance the camera has to travel or elese more drastic level changes take annoyingly long) Insanely cool in a gimmicky way? Yes (as anyone who has ever used pro-engineer will tell you). A time waster? Not really. In Pro-E users keep this feature on because the eye and the mind can maintain an aweareness of the model and their relation to it whenever the view changes. In other words, while the view change takes more time, there is no pause in the user's mind as he reorients himself to the new view. The same principle would apply here - the animated view change would eat up half a second, but you'd gain in back in not having to reorient yourself in regards to your troops and the terrain. And did I mention it would be insanely cool? ;)

    Have you tried using the interface buttons instead of the number keys to change viewpoint?

    You might like it ;)

  3. I´m not too concerned about how many casualties the minefields cause (if any...), I think of them as a way to deny certain paths to enemy manouvers and funnel them into MG-covered ´kill-sacks´ instead.

    I wish CM had a system like Steel Panthers, when you´d buy generic ´fortification´ points and then use them for TRP´s/minefields/wire depending on how the map looked.

  4. Originally posted by Peterk:

    Not really what people are looking for but...

    I hope to have a set of rules up in about 2 weeks or so that will allow people to carry a company of infantry from the opening of Barabarossa through to the Russian counter-offensives at the gates of Moscow in winter in December of '41. I've started playtesting and it's going pretty well so far. It's based on generating quick battles. Players will have to track their boys' progress manually however (using provided charts) and roll a few dice before each battle to generate the parameters.

    A subsequent set of rules (hopefully) will send your company to the south towards Stalingrad in '42.

    I´m toying around a bit with a platoon of PanzersIII´s; keeping the Core units in a scenario-file, generating a new map for each battle in the scenario editor and then importing the map and my "Core Pz-platoon" into a QB.

    This way I can keep the leader bonuses and names, bump the experience when they deserve it or drop it when they lose crewmembers. Works like a charm so far smile.gif

  5. Originally posted by Capt. Toleran:

    A couple of unoccupied trenches sited in the right place act as both an obstacle and a distraction for your opponent.

    "Is the trench occupied? Do I waste HE on it?" These kind of mind games help sap away enemy ammo, and provide an extra (needed) edge to the defender.

    Squad Leader - ´Hey guys, forget about resting when you´ve finished digging your own good-for-nothing foxholes and start working on some serious WWI-style threnches that we´re not actually going to use...´
  6. IMHO, it wasn´t Wehrmact ´doctrine´ to use the Panzer formations for both creating the breaktrough and for the later exploitation phase.

    The difficulties of the late-war Wehrmacht on the offensive was caused more by the decline of the quality and manpower of the infantry divisions in the later stages of the war and the comparative lack of air/artillery support. No German offensive from Zitadelle onward looked good on paper even before they started.

    During both of Germanys last offensives on the western front (Battle of the Bulge and Operation Nordwind), the task of creating the initial breakthrough was placed on the Volkgrenadier Divisions.

    When the understrenght and badly trained infantry formations failed to achieve their tasks, the PzDiv reserves where either called upon to create the breaktrough themselves (12th SS hammering itself bloody on Elseborn ridge during the Bulge) or the offensive called off (Nordwind).

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