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UberFunBunny

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Posts posted by UberFunBunny

  1. Originally posted by James Crowley:

    </font><blockquote>quote:</font><hr />Originally posted by redwolf:

    The initial post requires a spoiler warning, please include one.

    In CMBB and CMAK I see tanks take off towards the enemy or go in backwards reasonable often, I just got used to it.

    In my opinion, CM would be a better, more realistic, game if 2/3rds or so of all these automatically ordered TacAI movement orders would just be replaced by nothing, that means don't change or on unexpected heavy fire just stop and keep the head down (like TacOps does).

    I don't say it is realistic to go on or stop than to evade. But the evasion code in CM is often so bad that it makes realism even worse than they would be without it. There are limits to the intelligence of the TacAI and in doubt it should not be allowed to take over.

    Hear,hear.

    Would stop infantry from climbing out of perfectly good holes and getting cut down in the open and tanks from taking silly strolls. </font>

  2. If we go back to KwazyDog's post, we can see that any questions regarding CMAK's value can be answered in a classy and civil manner.

    Originally posted by KwazyDog:

    Teach, no worries at all, each to their own smile.gif

    Please do note that CMAK is being sold at a discounted price over our previous titles though. What our main goal was was to give people back the 'western theatre' whilst using an engine that is *significantly* upgraded last time they saw allied troops. Although we could have skipped this and moved solely onto the rewrite straight after CMBB we felt that people would rather this than having to wait another year or two from now for us to finish up the new engine, as the truth of the matter is people love using allied troops and now you guys have the tools to create a huge range of WW2 battles!

    There has been a huge amount of work put into CMAK though, dont doubt that, as resaerch on vehicles, TO&E's, vehicle models, new vehicle, terrain and house textures, etc, all take up time. The way we structured things was to all this work to continue in tandam with out other projects though, so things havnt stood still there Im happy to say.

    Anyways, no worries Teach...just wanted to make sure you had noted the discounted price and understood the reasons behind the descision...hopefully many will enjoy what CMAK has to offer even if its not quite for you. smile.gif

    Dan

  3. Originally posted by Michael Dorosh:

    </font><blockquote>quote:</font><hr />Originally posted by Determinant:

    Well I've paid for all three. And to be perfectly honest if BFC decide to ease their cash flow before the launch of CM 'X' by taking CMBB back to Normandy and the West Front then I'll be very happy to pony up for that too. Go on fellahs you owe it to yourself - those green fees can eat into your petty cash after a while!

    Say, a 20 dollar "expansion pack" - a sort of mega-patch - with France/Low Countries/Germany as an additional theatre, and the "missing" units (Cromwell, KT, etc.)?

    I'd say look for it in about a year's time... </font>

  4. Originally posted by CMplayer:

    I just switched it to exactly what you want.

    The relevant bmps are 2016 2017 2018 2019. Have a look.

    Yes, the switch will work, but in CMAK the word on the Play/Pause button is flashing which is inconsistent with the other buttons. A mod (including the file switch) should be able to remove this flashing.

    The additional mod I am suggesting allows for the state to be shown and for the word to be correct. For example, it will show a flashing " > " when the movie is playing and the [non-flashing] word will be "Pause". This is how the CMBB SuperSulo mod works, and is also how a VCR works.

  5. Originally posted by CMplayer:

    If that's all you want, then it should be enough to switch the .bmp files, like someone said.

    Switching it doesn't fix the icon ( > or " ) to show the correct state, but you are right in the sense that it is a solution of sorts.

    Hey we should discuss things more often. You ain't so bad! smile.gif

    --------------------

    UberFunBunny

    [ November 21, 2003, 06:23 AM: Message edited by: UberFunBunny ]

  6. Originally posted by CMplayer:

    Yes, I understand your point, that if the button says 'pause' you naturally read it as: push this button to issue a pause command.

    Perhaps you could mod it, so that the words describe the state: "Paused" and "Playing". Then it would be very clear that it's a toggle switch.

    The word on the button should describe the action that will occur after you hit the button. That is what a button is for!

    If I mod it, I will mod it like the CMBB mod where the state is shown by the flashing icon, and the non-flashing word describes the action that will occur when you press it.

    --------------------

    UberFunBunny

    [ November 21, 2003, 06:08 AM: Message edited by: UberFunBunny ]

  7. Originally posted by CMplayer:

    It's hard to call that bad design. It's a conscious choice, and it works fine for me. It's certainly far from obvious that your preference ought to be the default. An ordinary VCR has two separate buttons, pause and play. CM only has one button which switches valence. It's a toggle. As a result it's more informational for it to tell you which is currently going. Also, on my VCR, if you have paused, you then hit pause again to restart. Which makes it match the CM interface. So while I can see why you'd prefer it to be the other way, which also makes sense, I can't go so far as to call it bad design.

    Anyhow, it should be easy enough for you to mod, if you give the problem a few minutes of your time.

    Yes, I may just do that! Haven't done a mod before, and maybe I can start off small. smile.gif

    Re the toggle, it is correct to say it is a toggle, but the default *words* on the toggle are the wrong way round. The user should hit the button that says "Pause" to pause the game. That's the primary function of the button when the movie is playing.

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