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Lou2000

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Everything posted by Lou2000

  1. Nice work (as usual) but I think you need to edit the URL and add an extra 'm' !
  2. OK gents, I've been away from the boards for a while due to a few real world issues, but now I want to get the NOWT Semi's rolling and move towards the final. Hopefully we'll get this all wrapped up and find our winner before everybody dives into CMAK. CSM HOllis Vs Br Byte OK I need the results from this game so that one of you can move to the second of the Semi's (against Justin). Justin: Are you still out there and ready, willing and able to fight once we get your opponent lined up ? Wesreidau Vs SteveS Can you confirm this Semi-final is up and running OK .... you've got loads of time, just after an update ! Any interest in a similar tournament for CMAK .....NOWT players get first refusal ! Depending on the interest level I may try to work out a slightly different format - maybe try develop the 'team' part a bit more. I'd want to start it fairly soon after the CMAK release ..... so we have to 'learn' the new units/terrain etc whilst playing the matches Could be a North African Fun Fest - NAFF tournament
  3. Yeah I agree that there would need to be different icons (or other marker) to represent the 'spotted' unit and that the AI would need to be tweaked so that it would engage this type of marker.(I hadnt thought about that !) Also, as you say, there are ways around it ... (a unit in command for example). But it would help. With this method if your lone tank hunter team came under fire from the 'spotted' enemy by an MG for example, you'd still not be getting too much info .... was it an infantry LMG, HMG or a vehicle mounted MG .... what type of vehicle ...MG carrier, Halftrack or something a bit bigger. You may get a few sound clues but visually you'd see the same marker, until you get into command range or a unit in command range spots that enemy. Whilst we all know that there is a new CM engine being produced, I'm trying to keep my suggestion broadly within the known capabilities of the current game engine, (Thats why I didnt post this in the current CMx2 thread ... though a similar idea may help). I'd be the first to admit that this suggestion (even if workable) probably comes too late, I do think that with a little tweaking the 'borg spotting' effect could be reduced. I also think this method would have been good if incorporated into the FOW settings, that way you wouldnt be forced to use it if you didnt want to. We already have EFOW .... so why not EFOW-RS (Reduced spotting) as an option. Lou2000 [ September 05, 2003, 01:49 AM: Message edited by: Lou2000 ]
  4. I agree with you that maps dont have to be actual representations of real world locations, and agree that if they are to "FEEL real" then the routes for roads/rivers and rail tracks should have some meaning. I find lots of maps have roads that dont make sense ... strips of road going no where, rivers that have huge bends in them for no reason (look on most maps and you'll see a reason for a bend in a river - contours etc). I think that whilst a map maker is designing his map, he usually has some mental image as to how it will be used and the type of fighting that would suit it ......... the scenario designers probably start with and idea of the type of engagement they want to create and build the forces and map to suit. Personally I'm glad we have both (map and scenario designers) in the CM community
  5. There are quite a few maps packs around that at first sight look good, but if you stop for a moment and look at the layout you soon start wondering exactly what the map designer had in mind with the road layout .... roads usually go somewhere ! Often the maps have VL's on them that make no sense at all, Ive seen 2 or 3 flags all packed into a distance of 50 mtrs or placed at location where you start wondering what tactical value that location would have and 'why' would you want to capture it. Some map designers have some good ideas and then spoil them by trying to implement all those ideas onto a single map. I've played scenarios by most of the designers who have responded to this thread and always found their maps to have one big advantage over most of the map packs ..... realism ! (Runes comments suprised me ... I always thought his maps looked great ! ) I have played on maps created by Kip and Andreas that have been based on real world maps and have had a copy of the real map at hand whilst playing ... they were so true to life that I could navigate over the CM map by using the real world one ............. thats realism ! (I should really mention Mapping Mission a this point !) When they have created the maps they have thought about what they are trying to achieve in the scenario, combine that with a good, balanced force selection and you have the reason why scenarios by those designers are always worth the download.
  6. OK I know this subject has been discussed many times before, but another thread has given me an idea that I've not seen posted before (I did a search) and could help to reduce its effects within the current game engine ....... You'll notice I said reduce NOT totally remove it. The suggestion would be to only display a unit marker (the iron cross/flag etc) for enemy forces that have been spotted by your units that are out of command range (ie no red line). Your forces would still engage, but you wouldnt see exactly what they were shooting at. The AI is already capable of engaging units at its own discretion .... you just dont see what it is shotting at ! If the spotting unit was within command range then the current ID rules would apply, and if the spotting unit subsequently comes into command range the 'target' icon is updated to display known info. This would mean that when you send that tank hunter team or sharpshooter right out front and they spot somebody they would engage it, but you'd only see a marker on the map .... no actual unit or unit details. Your unit could be engaging a single sharpshooter or the massed rifles of a Soviet infantry division, you would have to judge your response based on sound contacts and incoming fire etc......what would you do, ignore this new, unidentified threat, or break off your current attack to engage what turns out to be a tank hunter team. Tanks without radios would suffer the same problem, the tank would engage and act based on the AI's assessment of the threat. Not a perfect solution, but IMO it would help to reduce the 'Gods eye' view of the battlefield and (from a total non programmers point of view)shouldnt be too hard to implement into the current engine (or future ones) Any thoughts !
  7. I have a question on a similar line .... I asked it in another thread but saw no answer... Dust ...... will it be kicked up by all vehicles when moving, or will it depend on things like the vehicles Speed / Type / Ground Pressure etc. Will there be differing amounts of dust .... will a truck doing a 'Move' throw up as much as an AFV doing 'Hunt' or 'Fast' ... Also will the wind speed determine the amount of dust produced :confused:
  8. I think you'll find that the avi file produced is uncompressed, hence the size. You will greatly reduce the size if you use another program to compress the file......all this is explained on their website 'support' page. There is a similar issue with screenshots being uncompressed BMP files. The frame rate will depend upon the spec of your PC and the FPS setting in Fraps. I've not tried the new v2 demo yet, but movies were possible in the older v1.9 ..... but the quality wasnt too good due to screen resolution limitations.
  9. Something like this.............. Churchill IICS - 3" Howitzer in turret and 2Pdr in the Hull Churchill
  10. Question for BFC regarding dust. I read that dust colouds will be visible from vehicles that are out of LOS .... as they should be ! But will all vehicles cause dust and does it depend on the vehicles speed ? I just know some gamey b@$!@¬# drive a few trucks up and down out of LOS to kick up a dust cloud .... and I'm so gullible I'll fall for it everytime
  11. The first semi-final is ready to roll... Wesreidau Vs SteveS ...... In an email Steve said he's happy for Wesreidau to take get the choice of side etc .... (and do the setup). ================================================ Settings for the Semi's: Date: Sept 44 Region: North Time: Dusk Weather: Cool/Overcast Turns: 27 (variable) Battle: QB Points: 1500 Map: Medium Type: Town Trees: Heavy Hills: Modest Force selection: 10% Casualties German: Armour / Infantry Quality = MEDIUM Russian: Armour / Infantry Quality = HIGH Note: Take your pick - German equipment or Russian Quality !!! If anybody has any real objections to these setting let me know as soon as possible ... once the first Semi is running they stand ! ================================================= Hopefully we'll get the second Semi up and running shortly ..... Good luck everybody ! Edited to add the casualty setting ! [ August 20, 2003, 06:39 AM: Message edited by: Lou2000 ]
  12. There were at least 5 people trying to get the patches from me yesterday, so I have put all 3 patches back up here... CDV UK patches 01 02 03 The files are on my PC so I cant do much about the bandwidth. If the URL changes I'll edit this post. I should be able to keep them up most of the weekend. (it should support download managers) Lou2000
  13. Good Point ! No I dont think there is a need to call time on those games .......but I'd like get the other games moving along a little .... there are some people who have been waiting for quite a while !
  14. Gents, I'm going to have to put a time limit on the remaining games - I need results (full game/ceasefire/surrender) for the current games by Sun 31 Aug. Then we can get the semi-finals underway and hopefully get the final played before CMAK hits the streets. Sorry to do this (and I know it the holiday season) but its nearly 6 months since we started and we haven't finnished the second round yet :eek: Lou
  15. Judging by the IP addresses that have been connecting over the last few hours,it seems there are a few people looking for the patches. over 160megs uploaded so far and still running, so I'm going to leave this up overnight to give people a chance to get the files. Some have had good (25k +) connections ... others much slower, sorry but there is nothing I can do about the bandwidth ... these files are coming straight from my home PC. Does anybody know of any other working links for the 3 CMBB CDV patches ?
  16. Here are the patches for the CDV - UK version of CMBB ..... CMBB Patches 01 02 03 - UK version If I need to reboot then the URL will change and I'll post an update. Its a pity CDV cant provide a reliable source for the patches ! Lou2000 [ August 16, 2003, 02:42 AM: Message edited by: Lou2000 ]
  17. Hi, Im in the UK and can help with the patches if you need them...... I'm at work now but if you check back in about 3 hours they should be available ... I'll post the URL here. Lou2000
  18. I'm no modder, but here is a grey Jagdpanther available at cmmods ..... there is no pic so I'm not sure if it will help. Check 'panzerace' under the mod authors.
  19. Sorry for the delay in updating this Wesreidau has gained a tactical victory over Gary Barr and secured himself a place in the Semi-Finals. Congratulations ! Still waiting for the results from Mr Byte Vs CMS Hollis and SteveS Vs Prester John. And also the remaining games in the runner up round. Have any of these games died off or are they still running ?? I've not heard anything from players for a while. The current scores and positions are here NOWT Any updates on games or player status would be good !
  20. Double post !! (my first one) [ August 01, 2003, 01:10 PM: Message edited by: Lou2000 ]
  21. Glad to be of help ! I've opened both zips and they look OK
  22. Not sure if these are the ones you want... DD Grass and Steppe & DD Terrain (CMMOS versions) I've made them temporarily available here... TEMP This URL is only good whilst I'm connected. Username CMBB Password FILES (If asked ! ) [ August 01, 2003, 12:48 PM: Message edited by: Lou2000 ]
  23. Yaaaaawn ! It looks like POS is trying to creep back, in yet another feeble disguise !
  24. I tend to agree with Lt Bull about a mod screenshot displayed next to the BFC original (before)or other mods for the same unit. I prefer to see it that way .... although I wont lose any sleep if its not there. Whilst there is no doubt that the CM Mod database is a great success and is currently 'THE' place to go for the latest mods, I always prefered the layout of the CM Outpost ... a quick look at the CMBO catalogue shows just how quick and easy it can be to compare similar mods against each other. However I suspect there is a lot of work involved to display them like that. Thanks to Lt Bull for pointing me back to the CM Outpost ..... its been a while since I looked on that site and I've found the game splash screen I've been trying to track down for a couple of weeks.
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