tdogg
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Posts posted by tdogg
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Tell me about it, I lost the campaign early cause of the time limit. I just refused to sacrifice my pixel troopen in mad blind dash forwards. Ended up running out of time, sheesh not even extra time at the end of the scenario. I probably will open the campaign with the scenario organizer to play the final 2 battles and move on to the next. I make a point to play every campaign once, but it's got to be fun to play it twice.
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I'm interested in this system as well.
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I like to mess with editor and design my own scenarios that play out in a random way. Sometime the ai does place things in questionable places. Is there any tricks to having the ai do it's own defensive setup with proper trench placement ?
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I welcome tankhunters efforts, I just wish there was a way to have an AI to support SP. I wonder if some sort of solitare rules could be used with this ?
You would have to have a prebuilt CM map with a dozen different attack / defend AI plans on random selection for each hex to support SP. That would be some work.
This effort is one of the many reasons I was lobbying for steve to flesh out the QB system with a map and campaign generator, but he said a CMx1 style map generator in CMx2 is never going to happen.
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I admit I have had to on rare occasions, usually it's due to me insisting on playing some large scenario in RT and missing something like a unit left in place too long and getting wiped out by arty. I try to let things play out as much as possible though.
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I prefer RT, just wish we could playback the last minute of play when paused in RT or switch to user defined WEGO. User defined I mean the user can select the length of turn in 15 second increments up to a min while in game. Also being able to switch between RT and Wego mid game by reloading a save. This way the player has more chances to experience the best of both worlds.
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^ Your right the editor is well done, it's just time consuming.
I don't want to downplay all the work the gifted scenario designers have done, I've played many a masterpiece from the community.
Once I've played all the campaigns, I like to tinker with the editor, but it's too hard to set up a truly random campaign for myself. Would be nice if the QB was expanded to became a fully functioning random scenario / campaign generator.
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^ That's kinda what I'm thinking, if we can't get the CMC op layer for CMX2, then a more fleshed out QB interface would support players using 3rd party operational games.
Random map generator, AI plan generator, and even a campaign generator all linked together is what I'm thinking.
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Of course nothing is better than hand made maps with AI plans drawn up by humans. It's very time consuming for those building them.
Having a random map generator with generated AI plans makes for more options and thus appeals to more people.
Think of expanding the QB functions into a full blown random campaign generator, that could even be opened in the scenario editor and fine tuned.
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I still think a auto random map generator is badly needed for the CMx2 engine.
It would add so much to the game, think of the possibilities if you could generate a series of linked random maps that could be connected in the editor to make a campaign.
The random map would also have to have check boxes to help guide the selection for a randomly generated AI plan to fight against.
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^ Sweet, so this means you will make an effort to implement this ?
I think this was mention last year when CMFI came out and we first tested the moveable waypoints, but didn't gain much traction. I was expecting the moveable waypoints to include lines as well like CMx1, and was bummed it wasn't, so it would be nice to get this added.
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I would like this feature as well, this would really help managing the multi company or battalion sized scenarios.
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I think the map generator would be a great edition. You could open it in the full size editor and touch it up, could be a great time saver for scenario design. I'd like to see more options in QBs in general and a true map generator would be a step in that direction.
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+1 THIS.... ALL DAY, EVERYDAY!! Zooming down to a typical CM view, and zooming out to a CO view with a transition that wouldn't take you out of the environment could make it epic. It would, however, need a VERY strong TacAI to successfully represent unit leaders at a tactical level. The operational AI is already pretty good.
+ 1 for this as well for me. Would love to have something like Command Ops merged with CMx2. I would even settle with something less sophisticated like what close combat has. Every time I finish a campaign I find myself wishing for an operational level added to the game. I want BF to finish what the concept of CMC started......CMx2 is just destined to have an operational layer added to it. It could make this already great game achieve timeless legendary status.
It is totally doable too, it could be built off of the editor and QB functions linked to a simple 2D map with Nato symbols as maneuver elements. When contact is made, battles are generated and can be played in SP. I fear that the CMC fiasco has soured them at ever making another attempt. Hell....now days they could even prepay the effort with kickstarter....I bet it would be a hit.
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Looking forward to playing this when complete.
I bet when more early war modules are complete, a return to NA might be possible. I mean CMFI wasn't in the plan a year ago and look what happened.
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Anyone tried it ?. I'm using a 1920X1200 60Hz refresh and game looks great, but thinking of upgrading to an IPS monitor that has 1440p / 1600p and the ability to overclock the refresh to 120Hz. Does CMx2 support (scale) this or would the UI look tiny with unreadable text ?
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Might be that the game looks great as is. Not much that i would need to mod visually.
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Another wish:
Clicking on a waypoint, of the non-active unit, to select it. If you have a string of waypoints extending quite a distance and want to add a pause to the 3rd, you have to select the unit that often is off-screen. It would be really nice to be able to click the waypoint that you see on the screen.
Gerry
+1 to this, this was the first thing I noticed was lacking when the new adjustable waypoints were added. Not being able to select the unit by path because it is off screen kind of makes this feature not as usefull as it is in cmx1.
+ 1 to 2 player campaigns, but even better would be coop campaigns.
The cm engine is great, I'm having a blast with cmfi even though I'm not that crazy about the Sicily operation. After the first eastern front game arrives, I would gladly postpone some of the future games/ modules to get more major gameplay features added. As great as cmx2 is right now, there's so much more that can be done to the gameplay that would help it to achieve timeless masterpiece...allthough We are pretty close to that threshold already.
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Most casualties I get when playing against ai are from 60mm mortars, deadly.
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I know but you can't select or activate a unit by clicking the path in CMx2. To me selecting a new unit with the waypoint path is almost as important as adjusting it. Saves alot of back and forath scrolling.
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Those settings helped a bunch, scrolling is alot smoother now, thanks.
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From what I could tell, and if I understand you correctly, it seems they are. I had two waypoints set for a squad and selected the middle one and adjusted it to where I needed it.
(DCS A10 rocks, BTW!! Do you have the Warthog joystick set?)
Yes I have a WH and it does rock.
What I mean is, you plot waypoints for a whole platoon, when you move forward to adjust them you have to go back and click each squad to make active then adjust the waypoint.
In CMx1, set the option "show all paths", then you could simply click the waypoint to make the next squad active for way point adjustment.
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Funny this is the first senario I played as a tester for CMFI and my new monster system I built for DCS Flight Sims. I'm packing a OCed i5, 16gigs of ram, SSD, and a GTX 690 and I still get the odd pauses and hicups when scrolling. It's very playable with everything maxed out, but the studers when scrolling around get annoying. Not a game breaker at all, but with this system i'd expect to chew up anything CM can throw at it.
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If you have nvidia graphics card, set prerendered frames to zero.
Any body have any other Nvidia tweaks they recommend ?
Foiling Fustian *SPOILERS*
in CM Fortress Italy Maps and Mods
Posted
I actually enjoyed the night battle in the woods against tanks. My 88s got pummeled by arty in the battle before, so it was all on FJs to close assault with demo charges against tanks. I was successful by breaking squads into teams and ambushing / rushing the tanks from 4 different directions. I was able to kill four tanks with acceptable losses this way.