Count Zero
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Posts posted by Count Zero
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Have you tried using the interface buttons instead of the number keys to change viewpoint?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?
You might like it
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That´s great, great news indeed!
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I´m here and rather Swedish.
50% swede, 50% Überfinn.
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There was a lot of German counterattacks against the post-Kursk Soviet offensives.
From the top of my head : 4th Panzer Army around Kharkov and later Kiev, 6th Army on the Donetz river.
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That´s the *BEST* splash-screen mod I´ve seen in ANY game...
Please send it to me unless someone hosts it really, really soon...
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"Welcome to ze Ostfront, Herr Hauptmann"
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Same here... I´m only half-überfinn toughOriginally posted by daft:My grandfather fought in the Finnish Army wich is kind of the Eastern Front I suppose.
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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.
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I think the reason was lack of space on the CD...Originally posted by Porajkl:So they didn't stay on their path "... when it's done"
But I'm happy to hear the good news!
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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.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.
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
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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...´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.
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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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I remember I tought I wouldn´t be able to get into CMBO, since it only covered the comparatively uninteresting western front...
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The normal CMBO mods work fine with the demo too, I had my demo fully modded while waiting for the full game.
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Hey, that´s pretty nice considering that it`s from SA.
Whatever you do, don´t send them flame e-mails. Check the NeverwinterNights feature below the Wargamin´ one for examples of What Could Happen To You.
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I like these rules a lot.
Not too complicated while still adressing the most underpriced/overmodeled units that you see a lot of in "competetive" games.
Wouldn`t mind seeing them posted in a nice format over at TH-forums or something... :cool:
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Hey, leave the bridge alone!
=)
Seriously, do what you want. I would probably not blow that bridge as the defender, but it`s up to you. I won`t get upset no matter what you do.
(on a side note, I might not get a reply back to you before the end of the weekend, kinda busy right now)
Running on Intel Mac?
in Combat Mission Shock Force 1
Posted
The shared memory thing is becoming less of an issue too as long as you use paired RAM-sticks (2x512 Mb or 2x1 Gb).