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mrpwase

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Everything posted by mrpwase

  1. Really? Oh, that's even better. I didn't know that. What system's being used instead?
  2. Really? Oh, that's even better. I didn't know that. What system's being used instead?
  3. I'd like to be able to place walls/hedges/fences at the edge of tiles, instead of the centre. It seems a bit more realistic, and means you can cram more wheat in your wheatfields.
  4. I'd like to be able to place walls/hedges/fences at the edge of tiles, instead of the centre. It seems a bit more realistic, and means you can cram more wheat in your wheatfields.
  5. Tut tut. 'Ungrates', not ingrates. Ingrateful is not a word.
  6. That would result in your AFV stopping completely when it sees anything, which usually isn't that good. At least, not IMO.
  7. I never thought of that. The 'Fast' phase is just a regular 'Fast' movement command. The S&S command (if you weren't aware) involves driving fast to the first waypoint (without stopping, unless the TacAI kicks in), waiting for about 6-7 seconds, then moving to the second waypoint, also at 'Fast' speed. But your idea would only work for cases where you want your tank to stay exposed for as long as it takes to destroy all enemy AT threats. Maybe your AFV wouldn't survive a protracted armour duel, in which case you just want it to have a quick try, then go back behind cover - or cause a distraction. I'll keep your idea in mind, thanks.
  8. People seem to have ignored my idea. I know that BFC have a repuatation for realism and accuracy in their games, but I don't believe this needs a historical background. Would it not be simple to let users design their own units (along with the wireframe), introduce a system which needed both players in a multiplayer game to agree to a set of units/rules, and then play as normal? I see that Dropteam features something similar...is there any reason why this can't feature in CMx2? I know that people might complain about no-one playing the actual realistic game anymore, and everyone will make up crazy game rules or units...but firstly, to each his own, and secondly, people who want to play with unbalanced or stupid game rules/units will not find many opponents.
  9. On a slightly unrelated note, my friend and I are considering making a joke sound mod, which basically replaces all sounds with onamatopeia. For example, the tank engine sound would be replace by someone saying 'tank tank tank tank' at a low pitch, and falling bombs would be 'bomb falling bomb falling bomb falling explosion!' ... Those sound mods you have there are great. a real improvement on the originals.
  10. This may be a bit revolutionary, but...I'm annoyed at BFC (or BTS?) for claiming that CM should be a simulation rather than a game. For example, smoke grenades with used in WWII (albeit not much), but they weren't included in the game because they might 'be used unrealistically'. Why didn't they just release them and then have the option to disable them? Surely if one person doesn't want to use smoke grenades in a game, the players can come to an agreement...? My point is that I don't care what historical setting CMx2 is set in - I just want to play a CM-style tactical wargame with tanks, and infantry, etc. Ideally, if CMx2 turns out to be moddable (properly moddable, not just texture editing), one could just create an entirely fictional situation and just play. Along the lines of Onion Wars. But that's unlikely to happen anytime soon.
  11. I'm 16 and have been playing a mix of strategy and FPSs for ages now (admittedly, my first game was Super Mario Bros. when I was 3 ), and while Call of Duty is fun to play, there's only so many times you can play it. There's a way to get rid of the instant healing: play on Veteran difficulty. No health kits, and the enemies actually fight. There are problems with both games (CoD and CM) that I'm annoyed by (unrealistic AT weapons and piecemeal attacks in CoD, micromanagement and occasionally stupid TacAI in CM), but they're both great games in their own right. As for FPSs on the Playstation...PCs are the only proper FPS/Strategy platform. You cannot play an FPS properly without a mouse and keyboard.
  12. Some of you may have heard of/played Onion Wars, the meta campaign. I've made a few mods for it, and some more are in the pipeline. They're at CMMODS. Have a look. Just letting you know. http://www.onionwars.net [ January 10, 2005, 12:48 AM: Message edited by: mrpwase ]
  13. I think it would be best if you kept this stuff out of this or any other topic that isn't explicitly to do with his signature. If you have a problem with it, inform BFC or PM him, don't just hijack the thread. Back on topic: firstly, if you advance, assault or sneak, you lose your skis (there may be more, possibly withdraw). You sometimes lose your skis indoors, but sometimes you don't - I don't know about that one. You don't lose skis when you fire - they just kinda kneel down, shoot, then stand up again. And I haven't noticed any performance penalties when my troops fight with skis on...I think the remove skis thing is to stop you advancing or assaulting faster that you should.
  14. I.e. they don't actually look like a slightly longer 82mm mortar at a different angle.
  15. Remember, they're not necessarily dead, just put out of action. Wounded men could feasibly throw a grenade. Of course, that's not actually what's meant to happen - otherwise you'd be calmly walked past an eliminated enemy squad when suddenly they'd all gun you down. :S
  16. Thanks for making the topic. I'm now enrolled in Onion Wars.
  17. No, Hans, the trenches disappear completely. It represents not being able to dig a trench in tarmac, wooden floor etc.
  18. Yes, the European theatre (by which I mean the theatres covered by all three CM games) is the most popular, but that doesn't mean we should keep making games about it. I see CMx2 as a general war simulation game, and I hope that other theatres, either through expansions or mods etc., will feature in some way. I've been nurturing my own game idea for several months now, but I won't go into details - basically, I've been so obsessed with it that I've made a whole TO&E for an army in this game. If CMx2 had a way to create new units and TO&E, I'd be overjoyed. One last thing (slightly off topic): a dynamic campaign system would rock. I wouldn't care much for the upper levels (operational etc.), but if some kind of feature was available for a group of people to set up a large strategic map, and make a load of CM-size maps (or even one big one divided into sectors) to 'fit into' the strat map, then play through a war they 'designed' on that map...wargaming heaven. A bit complicated, however. I'll go and collect my thoughts and post again in a while. Meanwhile, I'm holding out for CM:Vietnam.
  19. That's very confusing, but I have a vage idea of what you're saying. I don't think CM would work very well with more time pressure, however. I have a few ideas for CMx2: </font> Rooms, doors and stairs in buildings - uncomplicated stuff, but still enough to get rid of the 'enter a building anywhere' feature.</font>Individually model trees and shrubs to clarify LOS - if your unit can see him, they can shoot him etc.</font>Individually model each soldier in a unit - not their position, just what weapon they have, how much ammo they have in their clip/overall, whether they're moving, taking cover, firing etc.</font>Improve the artillery model...somehow.</font>Improve air-strikes - let players call in airstrikes in certain areas, or tell the aeroplanes not to strike this area etc.</font>Improve tank movement physics - for example, if you send a tank over a ridge at full speed it should rear up at the crest, then crash down on the other side, possibly damaging vehicle parts.</font>Let infantry hide behind AFVs - and let things be squished by AFVs too. </font>Improve the TACAI - I think this is very important. Infantry shouldn't run towards cover and almost reach it, get shot at and run back 50m to the cover they departed from.</font>Implement a feature that lets you move vehicles in convoy, rather than having to plot individual waypoints along a road and mess around with pauses.</font>Allow scripting for reinforcements and airstrikes in the editor.</font>Possibly have a feature in the editor that allows you to pull up, push down or level the elevation of land, like silly putty.</font>Allow designers to place damaged buildings.</font>Let wheeled ATGs and howitzers etc. move at infantry walking speed on roads.</font> That's all. I have great hopes for CMx2, even if none of that stuff is implemented, but even one of them would improve the game significantly. I still enjoy the current games immensely, however.
  20. Ok, my Vietnam scenario is up for playtesting at The Proving Grounds. http://www.the-proving-grounds.com/scenario_details_link.html?sku=647 Have a look and give me some feedback. I still don't feel happy with it, but I don't know how to fix it.
  21. I like rolling, bestepped (is that a word?) hills with woods scattered around and a few towns. Good for armour battles and big mechanised attacks.
  22. In that case, I'm not cut out to be a designer...
  23. You've already made a thread on that, tracern. Nice mod, Mikey. Downloading now.
  24. Not perfect if you don't consider all the directions enemy armour could come in. You might be hull-down to the tank you've spotted, but what if you get flanked? Manual hull-down positions that take this into account are usually better.
  25. I would play Op Flashpoint online if it were not for my dial-up connection. I'll be getting broadband in March, and I'll consider it then. But I only played through some of the single-player campaign, then got bored. Loved it while it lasted though. J2D, scenario on its way.
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