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GlenLivet4Me

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Everything posted by GlenLivet4Me

  1. Can the Mac version play against the PC version in real-time and PBEM? I figured this must have been mentioned somewhere... and I searched... but couldn't find anything. Thanks!
  2. I seem to remember a while back Sneaksie mentioned something about a "Kursk" expansion that would feature on-map mortars. What is the status on this? Also I thought there was another patch in the works... I assume the "grouping of shots" adjustment is part of that patch... correct?
  3. http://pc.ign.com/articles/980/980315p1.html First review I've seen. Can't say I've experienced the performance/crash issues the reviewer reports and seems to be his biggest complaint. I've not had a single crash on Vista 64.
  4. I believe the "smartpause" feature turns this on and off. It is probably on by default.
  5. Realistically infantry can cross fences and small walls fairly easily. I'm guessing I'd get over them pretty fast if I was getting shot at... even with a heavy pack and weapons. Currently infantry has to move around walls and fences to find openings to pass through which very often needlessly exposes them to enemy fire. Obviously there would be times when you would go around instead of over... especially if the opening was only a few feet away... but to simplify the game pathing algorithms they should just go under/over by default... I leave that to the devs to decide. I would be willing to accept infantry simply "Passing thru" walls and fences... or perhaps giving them a short delay at the wall/fence to simulate the extra time to go over/under it. This should not affect their use of walls as cover. I'll leave climbing thru windows out of it... for now
  6. Not sure it's a big secret... Sneaksie already hinted at a "Kursk Campaign" which could include mortars as on-map units. http://www.battlefront.com/community/showthread.php?t=86192&highlight=mortar&page=5 Hopefully new East Front maps would contain even more cover for infantry to allow us to make the most of the new "sneak" and "ambush" commands.
  7. I've made a few simple battles with the Battle Generator. Now I want to delete them. There doesn't seem to be a delete option from within the game. How do we get rid of them?
  8. Within buildings is there any way to control which openings the soldiers will move to? It might be nice if issuing a defend order with direction makes them move to the openings (if any) in that direction. Does infantry stance work in buildings? If so... does it offer additional defensive bonus if they are prone vs standing at the openings?
  9. Thanks Sneaksie! Any chance for an optional return to original camera position? If so... it should be settable in-game so the player has the option to keep the camera where it is or return to the original position each time the notification event occurs.
  10. I assumed this was the default functionality. I am not aware of any setting that controls it. Perhaps Sneaksie will jump in on this.
  11. According to Sneaksie, more good stuff is on the way... "Mortars (stationary and on Sdkfzs) are in the works for Kursk campaign." http://www.battlefront.com/community/showthread.php?t=86192&highlight=mortar&page=5
  12. I kind of like the auto-pause as it alerts me to things I might otherwise not respond to in time. The one drawback is that I have to manually reset the camera position to where I was before. Not a big deal for a single event... but it can be a hastle if a bunch of units get killed in rapid succession and the camera keeps getting moved. It would be nice if there was an option to return the camera to where it was before the auto-pause.
  13. Is that Patton in the second-to-last color picture?
  14. I am running TOW2 Russian demo on Vista64 and have had no problems. If you try it, be sure to set "Run as Admin" in program properties. Sneaksie pointed out that Vista wouldn't allow the program to save option changes such as screen resolution when it's not run as Admin. I have a quad core and I have not seen any of the game freeze issues with sound/shadows/multi core that plagued the original TOW.
  15. I had same problems with resolution change not "sticking". Sneaksie nailed it when he said Vista isn't allowing TOW2 to save changes to disk. He suggested run program as Admin. I set the "Run As Administrator" checkbox in the Program properties and it worked.
  16. I agree... Sneaksie said something about possibly being able to apply some changes from TOW2 to TOW... but more interestingly porting TOW equipment into TOW2. I think bringing TOW equipment into TOW2 + european landscape maps is the way to go. Would that be worth $25 as an upgrade?... could be.
  17. SPOILER When the tank appears you will also then see a burning truck toward the middle of the city. Next to that truck is a box that contains a bazooka and 5 rounds. Move a soldier close to the box and he should automatically take the bazooka and its ammo. Sneak up on the tank and have fun destroying it. You need to finish off the tank with the 5 rounds because there doesn't seem to be any more ammo for it and the mission doesn't seem to move forward if the tank is not destroyed. Looking forward to the english demo... and the english manual!
  18. I was wondering if there is any word on the compatibility of TOW2 and Vista 64? I recently built a new computer running Vista 64 and started playing TOW again. I am happy to say that the performance on the new machine is great and I can run everything at full settings including sound and shadows (which used to hang my old system). The incompatibility of the TOW editors is kind of a bummer. I am considering building a virtual machine with Windows XP and running TOW within that to overcome the incompatibility. I have a quad-core with 8 GB RAM so system resources shouldn't be a factor. Anyone tried running TOW this way? Additionally... any word on multi-core support for TOW2? Thanks
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