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Andrew Kulin

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Posts posted by Andrew Kulin

  1. I thought that one of the things CMX1 did do was account for things such as shell trajectories being calculated so if a round missed, it still had to land somewhere and so could do damage to something else.

    Does what you are saying therefore mean that I do not have to worry about hitting my own tanks from the rear when I have them all bunched up together, cowering behind a building, looking for Panthers?

  2. And also keep in mind that the high energy (shallow water) environments must be comprised of coarse-grained granular materials (cobbles, gravels, sands) while the deeper, quiet water environments should be modelled with silts and clays. Along with the wide range of environments in between.

    Us stratigraphy grogs will be watching this closely. Very closely. ;)

  3. Steve has been saying in a number of his posts about improvements and the like being implemented over time.

    As I understand, BFC is trying to code this game so that it is:

    1. Easier/quicker to bring add-ons to market

    2. The 'theatres' covered by any such add-on is a sub-set of a larger operational theatre (e.g., Battle for the Schedlte vs. NW Europe 1944-45, Ortona vs. Italy 1943-44, Hong Kong 1941 vs. Pacific War)

    So given the overall core structure of the game system implied above, will improvements to the game over time be patched back to earlier modules? For example, say star-shells do not make it into the original CMx2.0 but are added later on into the next 'theatre' presented by BFC, CMx2.1. Will the improvements of star-shells be available to battles set-up and fought in the CMx2.0 'theatre' (to those who buy CMx2.1) [evil marketing guys should think about this as a way to get us all to part with our money - we may not be interested in the particular 'theatre', but boy do we really want those star-shells for the other theatres :D )

    And while I am at it, will the overall CMx2 game system be set-up with a CMx2 'shell' that we can access all the modules we own from a single start-up, or will we have to launch a separate program for each 'theatre' as is the case with CMx1?

    Andrew

  4. Five I'd like to see:

    1. LOS Tool during set-up - place a unit at a location and all areas visible from that spot are highlighted

    2. Borg Spotting - Click on a unit and only the units it sees/can see are shown to it on the map - other units, even if spotted by others on your are either invisible or shown as last spotted markers or infantry sounds etc.

    3. Fix Road travel and reinforcement arrival

    4. Map editor - allow for smoother contouring (to get rid of the blockiness now present in the topogrpahy, and allow for unlimited elevations. It would be nice if some way of importing maps (and only maps) into the editor using outside programs could be permitted) - it would also be nice if the map editor would allow you to import BMP/JPEG files of map scans/airphotos to help in the map creation.

    5. Permit crews to re-man weapons and squads to pick up dropped weapons

    Five I'd like to keep:

    1. I never had a problem with the graphics as presented in CMX1. The graphics should be kept behind the bleeding edge - I'd rather the CPU cycles be used for game physics, unit tracking and AI rather than generating eye candy

    2. PBEM ability (of some sort) to let us play at our own pace against folks on the opposite side of the world

    3. The way turns are played out. Both plot moves and then movie runs w/o intervention.

    4. A HARD-COPY MANUAL! (Charge us more if you have to, it's still cheaper than getting 200 plus pages of PDF printed out somewhere)

    5. The goal to provide the richest, deepest, most realistic war game experience out there and the great customer support and communication with your customer base.

  5. I have Photoshop (Elements 2.0 just upgraded to CS2). I have never had that problem with either.

    Hit PrintScreen, go into Photoshop and go into a new file. Press Paste (or Ctrl-V or whatever those godforsaken Mac users press smile.gif ) and it should paste in okay.

    So not sure what is going on with your system. One thing to make sure you do not do is go into another application (such as Word) and copy something because that will over-write your printscreen image in your clip-board meaning you will be trying to paste text into Photoshop.

    Maybe also try clearing your clip-board. I know this can be done, but having never had to, I can't help you as to the mechanics for doing so.

  6. Right click on the game icon or shortcut for each game. You'll get a drop down menu. Select "Properties".

    Another pop-up with three tabs will show up. The one at the top-right is labelled "compatibility". Select it.

    You'll see a checkbox identified as "Run this program in compatibility mode for:" Check this off.

    Now the selection window below should be ungrayed. Select Windows 2000.

    That should do it.

    (Note the above instructions are based on what I can see on my XP Home machine. Things may be slightly different in Windwos 2000 but not much so I imagine)

    Hope this will help you out.

    Andrew

  7. Press "c" to give you the normal covered arc - your unit will target any type of threat inside the arc (according to its own calculation, not necessarily yours)

    Press "v" and this will give an armored cover arc meaning it will, in practice, only target enemy tanks. But be careful with this one, as your unit will not fire on HTs, and Armored Cars for example (like the British Mk.VI armored vehicle from the early war years). A painful lesson believe it or not.

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