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Mupid

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Everything posted by Mupid

  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...
  15. for the german army as a general rot I think I read something like up to 700m per company in defence and approx. 500 in depth(Kompanieabschnitt); just a guess so correct me though as the posts above made clear it really depends on a LOT of factors.
  16. first thing i thought as i saw the sceenshots "cool, storm across europe in nice colors" really looking forward to get my hands on this
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