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Mupid

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  1. I fumbled around with the controls a bit and as it didn't work out reset everything. Miracolously now the squares are gone, the graphics are bad but acceptable, game speed ok - and I am more than happy
  2. Thanks for Your reply! I only tried real-time mode yet. The squares at the beginning covering the setup zone i suppose disappear after starting the game but still everything is chopped up during gameplay. (see the last two screens) The driver version I used before was incapable of running the game in a playable mode. Lag time when selecting or releasing the units was huge. camera movement was also very choppy. Will try to adjust the settings a little bit. cheers Mupid
  3. In fact I use the 8.3 Catalyst; and I use the default settings. The grey Squares disappear when I start the game. Though the whole screen is cluttered with small squares (see screenshot). settings low quality: http://i259.photobucket.com/albums/hh316/Mupid/shockforcelow.jpg settings better quality: http://i259.photobucket.com/albums/hh316/Mupid/shockforcebetter.jpg
  4. I updated the GC drivers and have improved performance, though the models (vehicles and soldiers) are just bunch of gray squares...? any ideas? http://i259.photobucket.com/albums/hh316/Mupid/Unbenannt.jpg
  5. thanks for your reply! I know I can't expect a good performance with the xpress 200 but with all settings down to the minimum I thought it might work. tough luck...
  6. hey all! I hoped for the new demo to resolve the problems and partly it did. I can play the game now (it doesn't crash anylonger at the moment i issue orders) but the performance is amazingly poor. my system: amd athlon 64 dual core 3800+ MMX, 3DNow, 1,99 GHZ, 960 MB RAM any suggestions?
  7. I tried all options (ATI on/off),level of detail, lower resolutions. nothing worked. well I think I will wait for the 1.05 demo and give it a retry then... thx for your responses!
  8. Hi! I am trying to run the game (demo 1.02.)on an ATI Radeon integrated xpress 200.(newest drivers installed) It has 64MB RAM so it meets the minimum requirements - correct me if I am wrong. I also have DirectX9c installed. The game starts ok, I can give orders but it crashes if I start the turn and have issued a move order for the AFVs. any clues?
  9. i finished the 2nd attempt on galatas and after all achieved a draw; now i will do the "sweep" thanks for the tip! mupid
  10. i advanced approx. in the middle of the map (the part where i could use the depression and the small hill with the scattered trees and the stone wall as cover for my advance); idea was that they could give supporting fire to center and left flank; something they couldnt do if too far to the right; well, my mistake will give your approach a try thanks for your reply!
  11. hi, I also am seeking some advice here... I have played this scenario once and lost and now with a different approach seem to be losing again...(both times vs AI (*embarrassed*)) 1st game: one company advanced over the pink hill and moved into the house were the hmg was located; a small force moved together with the tanks up the road, another taskforce moved to the right and advanced over the small hill to support the main advance which i though will be made over the pink hill and then slowly working my way through the city; which did not work at all; the right flank eventually moved into the village but not far enough to get the victory flag; the whole advance lost power through low ammo and casualties and was pretty much bogged down. 2nd game: similar approach; one company over the pink hill, one company right, the individual platoons in the center; the plan this time was to concentrate on the right flank, as this seemed more profitable as the 1st scenario showed me; but now turn twentysomething its nearly the same, the assault also was stopped in the outskirts of the village; all my troops sit in cover in the outskirts but there seems to be no chance that they have the power to push the fjs back; the main problems i have are: the firepower of the germans: the very moment i try to advance a squad from cover to cover they hit the dirt and become pinned or even panicked; so i sneak them from cover to cover which takes too much time; on the other hand even with concentrated fire i cannot push the fjs out of their positions on the left flank; it kind of works - but too slowly - on the right flank; what am i doing wrong?
  12. @Tarkus I like Your idea concerning sound contact, though I can understand the need for visual representation in some form; some flashing leds as You said would be probably a good solution; in a very small battle (as I like them the most it would be sufficient to listen; on a larger scale I think a visual representation is needed just to get some overview; I don't see a problem with the sound contact beeing identified as a tank, in both ways You describe it; actually I like it - adds a lot to the flair in my opinion; I have a lot of catching up to do´- reading all the threads which have been written since 2 years
  13. @Tarkus "off the generic marker" means "off from where it actually is" i guess; sorry for my english; I was not talking about efficency; in a combat situation I don't think you always take the time to identify(or even spot) the enemy; i pretty much like the system of CM (sound contact, infantry squad?, rifle squad) a system which is also enjoyable to play (and that's not always true with more "accurate" models); though I excpect that a squad would probably fire on sound contact in certain situations; @ Thompson I totally agree with you on the identify - spotting difference, thanks for correcting me in that; I also agree that becoming magically aware of the spotted unit is not a good thing at all I do think that you don't always spot an enemy squad and direct fire at the squad; you also do spot an enemy in a target area and direct fire there; so if you spot a squad in a small wood, you direct your fire in the woods; the more automatic (and in this time also inaccurate) the weapons the more likely is this approach in my opinion; if a tank shells a small building or a small wood it doesn't matter a lot if he has spotted infantry in it or not; the effect will be similar - if the unit was spotted then the fire could be directed more accurately, that's true; I personally tend more to fire lanes, fire zones and the like in contrast to CMs system of fire against individual targets; but I don't know if it still would be so much fun then well this is getting way off topic, sorry
  14. I am a bit weary about the concept that a unit can only target what it has identified clearly. ex.: squad A spots an enemy unit; squad B which is nearby does not; squad A opens fire on the enemy unit and signals squad B to do also by giving directions, tracer ammo etc; squad B will also open fire even if not seeing the enemy unit clearly, directed by the fire of squad A; probably it would be possible to give units rules of engagement? in this case the player could set the unit-AI like this: if another unit fires on an enemy unit try also to do so using area fire; or: only fire on units you clearly identified yourself; possible options could be adjusted by quality level of the unit etc; more complex RoEs could only be selected by units in command and/or good quality level; this could add even more depth to the game. like this you could even have friendly fire incidents; e.g.: squad A has spotted an enemy unit in the woods and fires on it; squad B (green unit, "fire on everything in sight") has not identified it but fires also as ordered in its RoE but hits squad C which is also located/advancing in the woods near the enemy unit; hmm this is going astray In the case of relative spotting in my opinion you should also be able to target e.g. sound contacts without the staticness of area fire - meaning that if the sound-contact moves your fire adjusts automatically. I would also like to see options like "recon fire", where the infantry squad advances and automatically area-fires into suspected positions to suppress enemy units(definded by the AI and the quality level of the squad). well all this was probably discussed already...
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