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Halberdiers

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Everything posted by Halberdiers

  1. Wounded Animation. Actually for infantry only we can see the change in the number of casualties in the main bar. The moral and number status , and the graphic reduce number of Squad in two or one man . When we playing we can not see the moment when occur this change. Only we see our troops withdraw with panic. In fact, THE PLAYER IS NOT SHOCKED BY THE ANIMATION. As the Explosion animation done for vehicles (I say how important it is) Now we can see the vehicles with an animation when are touched. But for infantry not.I suggest a few seconds of animation for the moment when the infantry is wounded . I think this is the reason why we can read for other players , and me too, that we not feel those critical moments of the combat shock . And we expect that our infantry do what they can not to do. I suggest that animations ,around the squad, only in the few seconds of moment of the change: Do you think that a player make any question of the panic or withdraw of their veteran infantry after see those animations around? On the other hand. I am not talking about the dead men that now appear in the game. I do not suggest increase the graphics of causalties . Those pictures do not give us much information about the combat moment. Furthermore developers , a wounded animation could be implemented now around the three men Squad modeled for CMAK. Remember is only a few seconds of animation around the squad that could be more intense when more intense is the shock of combat. The animation do Not try to represent the number of soldiers losses in the Squad. A wounded-animation represent the ambient around a squad that is shocked by the combat , that can explain why my infantry are taking cover or panic or fighting with only two or three men of ten soldiers. [ September 25, 2004, 08:34 AM: Message edited by: Halberdiers ]
  2. Thanks Mr.Dan Verssen for your quickly answer. www.dvg.com Then only I must to be waiting to see those images of bombers and fighters squadrons in the next screenshoots thanks.
  3. Hi people, I do not see aircrafts in the pictures of BF. why?. It is important that the player can use the aircraft squadrons to attack fleets of ships or aircrafts. The most decisive Naval battles ,as the battle of Midway, use the squads of bombers or Fighters. On the other hand , if "Modern naval battles" can use the squads of fighters or bombers in combination with terrestrial targets, the game can take a new way , that can include a global strategical vision and new tactical lines, as the battle of England or the attack on pearl harbour. [ September 22, 2004, 03:20 AM: Message edited by: Halberdiers ]
  4. I hope that developers will do a CMAK 1.02 patch and they can add a new "order" to MOVE on "FOLLOW in COLUMN". This would be a lot of useful for moving multiple units over the platoon level. Only you select your vehicle or squad to move forward as now , and the rest of the platoon can follow in column this unit along the turns until you select the units of your column for make another movement: advance,assault,move to contact,etc. now it is very troublesome and something frustating to move each unit in the phase of approach. [ September 18, 2004, 08:01 PM: Message edited by: Halberdiers ]
  5. Le Tondu, the post is not mine , but I think that Panzerman says that you can load a Quick Battle from a savegame of QB or a scenario. As it is.
  6. "Can already be done. If you play a QB just load the auto save file in the quick battle when it asks to generate a map or load one." Upppps yes it is thanks panzerman ! Every day I discover something new in this game. This is THE GAME really. [ September 13, 2004, 06:27 PM: Message edited by: Halberdiers ]
  7. About borg-effect maybe can be usefull to diminish it with an extra Time delay on fire over the enemy unit identified by a remote friendly unit(corresponding the needs of communication to the friendly unit or the HQ platoon with voice ,hand signal or runner ; other factors as tiring,another target,enemy attack etc). Could be fantastic if will be possible that the developers can add Hand signals to the graphics game: About people says before: I like -Order "move and follow" in column to selected unit -On/Off toggle switch for "Grid lines". -having a 12 figures to show a 12 man squad unit. -Export surviving units to other QB or Scenarios (build your own campaign game). [ September 13, 2004, 03:15 PM: Message edited by: Halberdiers ]
  8. 1-To save my "battlegroup" that survive the scenario for another scenario. I could play a few scenarios in Tunissia and later with the same "battlegroup" I could play other scenarios in Sicily, and after that in Italy. It only need a file for save the units , that you can re-take and add to another scenario (with the limit of the points of the next scenario). It could be fantastic for the QUICK BATTLES or other scenarios. I think this can not to be difficult for programmers. 2-A pre-made HTLM-web for add turns, scenarios ,battles or campaigns: I do not know anything about programming ,but if the developers can add an easy way to up an interactive web, I think people (as me) can make scenarios or campaigns or done turns to download and play from internet: with photos , MAPS , historical context,time-line interactive, Forum, etc. In other words , not only a form to present your work in an attractive form. I say a new form of interactive communication and play with the people from internet but different from PBEM. 3-Improve the graphics of infantry please. [ July 19, 2004, 01:44 PM: Message edited by: Halberdiers ]
  9. I see the limitations in the equipment units. Thanks so much for the quickly answer Kingfish.
  10. I see units that no exist for 21ºPZD in Normandy on Dday :confused: -Puma (no exist) -Panzer IVG (one tank only:5Ko/IIAbt/22Reg) What could be the equivalent to the SOMMUA in the game CMBO?. I think This was the second main battle tank (the first was Panzer IV H) for the 21ºpanzerdivision. PzKpfw 35-SOMMUA(french) Armament (mm) -Main 47 mm -Second 7.5mm http://www.wwiivehicles.com/html/france/s_35.html Thanks
  11. I think that "contour line system" can help too little in the game. The complexity and the work to develop it in the game do not correspond with the help that a "contour line system" can give to the player. The game need a simply elevation cross section of the "Game lines" along a distance between units and target/terrain ,as player do it now: -Line of Sight -Line of Movement(maybe) -Line of Target(maybe) Elevation cross sectionof the "Game lines" could appear/disappear with a hotkey replacing the tool bar a while (if the game line appear in the main screen window in a selected unit). For example: -Line Target at 135 mts. -Hotkey "s" (activates the elevation) -Appear the elevation cross section (only of this 135 mts) replacing the tool bar (if the game line appear in the main screen window.) -Hotkey "s" -Dissapear the elevation cross section and you see the tool bar again (again full time). elevation cross section of the "Game lines" could be simple ,easy and a lot efficient and could include the relevant for the battle : -maybe rivers -maybe different houses -maybe obstacles -maybe Vehicles -etc Furthermore "contour line system" gives redundant information or in excess than "elevation cross section" who gives it dosificate to specific unit.Finally, if "elevation cross section" is limited to the "Line of Sight" only,this could help a lot to the player of the game but not to delete the realism of Combat Mission. thanks guys [ May 02, 2004, 05:41 PM: Message edited by: Halberdiers ]
  12. It is not a great improvement but this could be usefull if not exist now : You can see in the picture the perspective of your own unit. If you try to go to the target you must to use a "mouse+control" or other ways... could be good if you can use a quick and fast way to go to the perspective of the Target using the Lines with a keyboard hotkey . I tried to say to go to the end of the Line , like the opposed image of a mirror with a fast hotkey. [ April 12, 2004, 06:10 PM: Message edited by: Halberdiers ]
  13. Ace pilot No MOD, I use the CM grass. why? I lost something?
  14. I want: A function to PREVIEW the final position before start the turn of combat. This can preview the final position of all your units (present in this moment) at least in the second 60" (but it could be better if you can select any second 5",30",45",1'10",3'45" etc). FAST as STATIC IMAGE ,but in where you can give new orders or not . If you can give a new orders , to JUMP from "turn preview" to "turn preview", the player can make a full "battle plan" with sense before start all the turns of combat (for example you can add a seconds of PAUSE between a Fast movement in cooperation with other units). But at least , if you can not give "new orders", the player know where their units will stay at final of the minute ,because now is difficult only with the know of the "velocity" of the unit. thanks developers [ April 02, 2004, 05:44 AM: Message edited by: Halberdiers ]
  15. Now without drastic changes in the engine,but with different graphics could be possible: A-Napoleonic European wars. B-Independence American wars. 1-in the era of the "Rifles" the top range of artillery in this era was 1800 meters (with the most heavy artillery of 12 pounds).Not exist the "indirect fire" of artillery. 2-There was not tanks or air units. But the range of artillery in Napoleonic era done a new opportunity for those beauty ships and interesting close Naval battles as Trafalgar,etc. 3-There was Tactics very interesting (as the infantry with moving in a combination of columns,lines,squares or the cavalry with their charges , or when dismount and fight . With a lot of units and formations. 4-A lot of famous Battles and Campaigns:Austerlitz,Aspen,Wagram,Borodino,Leipzig,Jena,Bailen,Waterloo,etc...Italy,Egipt,etc.. Napoleonic wars , with a WE-GO system could be very interesting for a lot of people I think. In fact there are a lot of games now (RTS) and in the past (Hexes) that tried (only try ,Combat Mission can do it :cool: ) to remember those battles. [ February 24, 2004, 01:19 PM: Message edited by: Halberdiers ]
  16. But Michael , maybe it isn't a "Panzerfaust" or a "Panzerschreck". Maybe it is a "Faustpatrone". In any case the fact that it is under his arm it is not relevant. Most important is the fact that we do not see in the picture an explosion blast of three meters behind the tube that can damage the soldiers behind. I think. And that not change that we must to expect a better infantry animation in CM-X2. At the same high level of the great mechanism of this game : CM. Regards [ January 04, 2004, 04:38 PM: Message edited by: Halberdiers ]
  17. Hi GaJ , I agree with the nice Tanks of CM. But I think that the infantry animation is a bit forgotten by the developers of CM-AK. You must agree here. And I'm not only talking about if the Squad have 3 or 15 soldiers in the picture. Similar to "up" and "down" , the "Column" and "Line" are basic and the minimum that we can expect in the animation for "infantry squad" in the develop of this great Tactical game,CM-X2. Movement--Up--Column Stopeed--down--Line Not only to recreate the eyes (that I suppose is already a very good reason for it self ,you know ).Most important, that gives us a clear vision of the tactical situation of the squad in the battle (in the screen of our PC ), and visually demonstrates the weaknesses and the force of the good and bad maneuver decisions. http://www.hardscrabblefarm.com/ww2/Combat_form.htm A Patch is possible for CM-AK ? [ December 31, 2003, 10:54 AM: Message edited by: Halberdiers ]
  18. Thanks for the fast answer Martin. I'm happy to ear your words about CM-X2. About infantry: I would suggest to the developers that: "INFANTRY SQUAD" could be a picture with around 10 men in "COLUMN" when are "stand up" and "walk" or "run". And in "LINE" when are "stop" and "down". Regards and Happy new year Pedro [ December 31, 2003, 07:23 AM: Message edited by: Halberdiers ]
  19. simply question about CM-X2: it will have better animations than these?...for infantry too? [ December 28, 2003, 02:19 PM: Message edited by: Halberdiers ]
  20. No problem in repeat the post. Hope Babel fish help me Pause: Now we make the actions and must to wait 60 secs. ok?. But,60 seconds it's a long time to wait.What about if the player can defined the "Pause" before: User defined "Timer pause": 10,30,60 secs. possible? what's the problem? But, I tried to say more: The option defined by the user before that the game make a pause when the player have new event (damage,lost,engage,spotted,etc). For example ( autopause with event=spotting ) Your Sherman is attacking a house , but 15 secs later your infantry squad spotting a panzergrenadiers with a panzerschreck running across the street in the direction of your tank. (You,the player now can't to do nothing until arriving at 60 seconds). But if you have an "event pause" in the game , you can decided ever the command orders (mistake or not, accord to the battle) to the infantry squad to defend the Sherman that could be under fire. This mechanism can help better than you wait to the "pause" ( you , the player decided the action in front the new event: panzergrenadiers spotted ). "elective pause" can help in the game for other actions as new orders without wait 60 seconds, but when you have a lot of units under your command maybe you can not see the "new event". A mix of this parameters in the Pause "Timer"+"event"+"elective" can make the player more active. Another point: map. -first:strategical map: Not all the people is an expert of Military History or Geography. A Map of the context can help a lot explain the battle situation. A simply image of strategical map can help a lot to understand the battle. -second:tactical map Now is difficult to go from one unit to another. A simply tactical map (not for "the terrain") for GO FAST from unit to another unit. About Infantry pictures: The Images of the vehicles are very good . But the infantry must to be better,You know. [ September 08, 2003, 04:51 PM: Message edited by: Halberdiers ]
  21. The game need better infantry pictures: -Better pictures. -Realistic number of soldiers(for example in the squad nine to eleven soldiers). What is the difficult for the developers?.As we can see the people can't MOD the NUMBER of soldiers or vehicles in each unit. ...and MAPS: -MAP of units to Go easy (in the pause). -Possibility of add a picture of "strategic Map" for explain the context of the Battle. ...and user defined "auto-pause":"timer" plus "events" plus "elective". -Timer-autopause: from 10 to 60 seconds. -Events-autopause: (spotting,damage,losses,etc). -Elective autopause. [ September 08, 2003, 12:57 PM: Message edited by: Halberdiers ]
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