mrpwase
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Posts posted by mrpwase
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I'd just to chime in with the praise. The video is loading fairly slowly for me (due to a bad internet connection), and I'm practically frothing at the mouth waiting to see the rest. Just got to the end of the first scenario, you do a great job of showcasing various new features in the game. Many thanks!
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Closest I can get is this thread: http://wwww.battlefront.com/community/showthread.php?t=95799
IIRC there are 5 choices for motivation going from 'not at all' to 'fanatic', but that's off the top of my head. In that thread Sergei confirms that things like motivation will be carried over from CMSF, so noxnoctum, in answer to your question: almost certainly, yes.
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CM:SF has 'motivation' which seems to be a similar thing. I'm fairly sure CM:BN will have this included.
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Check the website twice daily, like I am.
Also you gave me a heart attack when I read the title, don't get me excited like that!
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That's funny. I usually enjoy watching perfectly plotted convoy movements fall apart at the first sign of a bend in the road.Originally posted by Joachim:and like to watch perfectly plotted convoy movements.
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That's funny. I usually enjoy watching perfectly plotted convoy movements fall apart at the first sign of a bend in the road.Originally posted by Joachim:and like to watch perfectly plotted convoy movements.
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That sounds like a great idea - I've tried implementing something similar in my scenarios, but it rarely works properly. A good thing to add into CMx2.
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I was glad to see you told us what they said about it. :mad:
[ March 18, 2006, 01:40 PM: Message edited by: mrpwase ]
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I like to set up an infantry battle on a small map, give everyone minimum cover arcs and mix them up in the centre of the map, then remove all the cover arcs. But then again, I'm crazy.
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Lack of armour friendly fire...I dunno, could it be distinctive shapes? I'd imagine a T-34 would look at least marginally different to a PIV.
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The mines you see are most likely daisy-chain anti-tank mines, which are laid on the surface. In real life they were usually covered up or camouflaged or something, and were usually hard to spot at distance (as you'd expect). But CM lets you see them from quite far away.
If a mine goes off, however, the minefield becomes visible, no matter what type it is - AP, AT or DCAT. I'm not sure whether enemies setting it off will display the marker, though.
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Ditto with panzershrecks and flamethrowers.
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No-one noticed my hidden Monty Python reference with an Eastern Front twist. :'(
Also, google will sort that page out in a jiffy.
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I imagine slo-mo action replays of DP28 rounds ripping through defenceless German riflemen, and the blood going 'PPPPPPSSSh' everywhere.
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"The enemy are using amphibious twigs to cross the river! Open fire!"
Doesn't really work, y'see.
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Isn't it R? If you're talking about when you accidentally cancel a fire command for an FO, then you press R to reset the command. Q is to add time to a prep bombardment.Originally posted by Sergei:Nope. (except for artillery fire orders: Q)
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Oh, the ironie.
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My understanding is that routed troops will run towards the nearest 'friendly edge', which is specified in the editor (or by the QB generator, which picks the common friendly edges for the theatre i.e. N/S for Italy, E/W for Eastern Europe).
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A captured unit that comes under fire (i.e. someone fires at another unit which is in the same area as the captured unit) will run/move out of the way - the captured unit in this case might have moved towards the enemy's rear.Originally posted by juan_gigante:More evidence -
Today, I was playing CMAK. One of my flamethrower teams was captured by the A.I. enemy. In the middle of the turn, same turn it was captured, the FT team starts to move back towards the enemy's rear. The A.I. captured it, took control, gave it a move order with no command delay and the team executed the order, all in one turn. I can't think of another explanation.
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This is amazing, do you mean on the campaign map or actually put little cosmetic things on the 3D map? </font>Originally posted by securityguard:</font><blockquote>quote:</font><hr />Originally posted by Hunter:
Adding additional (non functional) things to the terrain
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Damnit, now I'll have nothing to do tomorrow. Monday is leech off school broadband day, and I usually download lots of CM mods from CMMODS to take home on my USB stick. >_>
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I wasn't aware of a negative impact on troops when their HQ breaks, other than the loss of any benefits conferred by the HQ in command.Originally posted by civdiv:Ok, here are some of my questions since I've come back to CM after about a year away;
1. If a leader has a increased command range, does that affect his negative affect on nearby units when he breaks? What I mean is, if a HQ has an increase command range modifyer, does that mean that units further away could potentially be broken if the leader breaks?
Likewise, I don't think routed troops consider where they're routing - they rout roughly in the direction of the nearest map edge, although they frequently only come to rest in cover.2. Do routing units see the edge of the map as cover equivelent to, say, rough terrain, for routing purposes? For example, a unit is routing and there is a rough terrain hex 60 meters away and the map edge is 40 meters away. It always seems as if the routing units head straight off the map, but not always. What is the precedence for routing units in terms of terrain to rout to?
Rallying is a constant process (i.e. a certain amount of time, constantly changing according to things like proximity of the enemy and overall morale), and units can rally on their own. I haven't noticed any difference in rallying times if units are in command, unless the HQ has a morale bonus. Can't help you with the SL/ASL thing, I've never played them.3. When are broken, panicked, pinned units rallied, either by themselves, or by HQ units? When does it occur? Is it ongoing, or does it always occur, say, before the player plots his moves? In SL/ASL terms, when does the rally phase take place?
Sound contact distance from actual unit is affected by things like wind, rain and battle noise (i.e. the more noise being generated around you, the less likely you are to hear the tracks and engine of the Tiger behind that hill). Fire at likely terrain, not the contact.4. When you only have a sound contact, how far can the icon be away from the actual target? And if you want to do area fire for suppressing, do you target the sound contact icon or the most likely nearby terrain?
Jam repair is like rallying - ongoing. It depends on the experience of the unit and the type of weapon - it seems some weapons jam more easily than others (Maxims, for example). There are no 'attempts', just a certain time limit before the weapon is fixed. Jams can't be fixed while moving, but I'm not sure about hiding. I'm pretty sure they can be fixed while taking cover though.5. If a weapon jam, when is it repaired? Is there only one attempt per turn? Does the unit attamept to reapair the weapon every time it would normally attempt to fire? Can a jam be repaired while moving? While hiding?
Firstly, ATRs aren't very good against guns in my experience.6. In scenario 200 last night, I was targetting the German PAK with everything I could throw at it, just trying to suppress it in time for my tanks to nail it with direct fire. I was hitting it with 50mm mortars (all of which fell like 80 meters short), maxims and ATRs. The little figure of the crew went into the prone, and the gun disapeared (turned into an iron cross icon), and my units stopped firing at it. And then the gun went back into action, nailed one of my tanks, and appeared again? WTF is happening here?Secondly, what happened in your example is the gun took cover and your troops lost sight of it. The iron cross (or red star for Soviet troops, or whatever) is a last-seen icon, which denotes where your forces last saw the enemy unit. This is so if you lose sight of an enemy unit you know where it disappeared, and where it still might be (infantry often sneak away though).
What you should try and do (although I'm no expert) is set up overwatch on that gun, and then when it fires again your MGs and mortars can suppress it. The mortars falling 80mm short is a bit strange...are you sure it was as much as 80m?
If the tank doesn't have LOS to the PAK, and you give the PAK to the tank as a target, the tank will target the PAK for the first few seconds of the turn, then cancel it. It will, however, be more likely to retarget the PAK if it spots it again later (as in the case where the tank moves forward). Note - more likely, not certain. If you want to be sure, give a properly aligned cover arc to the tank that points in the direction of the PAK, plus give the tank a target order to the PAK.6B. In the above case, I had targetted the PAK with a tank, before the tank had a LOS. I then gave the tank a move order, to take him out of defilade to nail the 'hopefully' suppressed PAK. The tank promptly disregarded my targetting order and started shooting at an infantry squad that was nearby. This was AFTER the tank had LOS to the gun. And the gun then nailed the tank. WTF is happening here?Those are a few, I'm sure I'll have more. -
Oh, nothing wrong with my connection then. Phew.
Sort of OT Forums...
in General Discussion Forum
Posted
I'd say you were getting worked up over nothing, but I must say I was pissed off reading the 'convert to Islam' thread...