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Karl Anderson

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Posts posted by Karl Anderson

  1. Originally posted by dmg:

    </font><blockquote>quote:</font><hr />

    Specs: Intel 2.80 GHz

    What type of Intel CPU do you have in particular? Dual core, Pentium D, Pentium 4 or anything else? If it is a multicore cpu, did you try set / reset option "Use only one CPU" in towsetup.exe?

    Also, if option "Use only one CPU" does not help you and your cpu is multicore, please check SIO's advices at http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=66;t=000143 and tell weather it helps you or not.

    Runs Medieval 2 Total War pretty smoothly at full bore, but not TOW.

    I'm not acquainted with this game. Does it use OpenGL or Direct3D? The fact is ToW uses OpenGL (Direct3D is used by MissionEditor only). So to get to know if there is any video drivers issue that affect the performance, it must be compared to OpenGL-engine games (e.g. Doom3).

    A video driver might be optimized for Direct3D but not support OpenGL at all (or support it with great performance issues) and vice-versa. </font>

  2. Me too with the choppy frame rate- can only move the camera in pause mode. Turned everything way down, partial improvement only. Upgraded my video card with no change at all! (From a Radeon 9800xt 256MB to a Radeon x1650 Pro 512MB)

    Specs: Intel 2.80 GHz

    2 GHz RAM DDR400

    Radeon x1650 Pro 512MB

    Latest Drivers

    Even reset the page file, but no dice.

    Runs Medieval 2 Total War pretty smoothly at full bore, but not TOW.

  3. The relative spotting is awesome! "Borg spotting" has been an incredible annoyance in my game of choice (Close Combat) for ever. When the game was still in production many of us posted the CC forums for just such an implimentation, but it fell on deaf ears. This is truly great, and very important, it will effect tactics in a big and positive way!

  4. Originally posted by Madmatt:

    To answer the other questions here:

    Yes, pillboxes can be entered and exited.

    No, full building occupation will not be in the initial build but we are looking at *patching it in* at some point.

    And lastly, if pillboxes can be occupied, why cant they do that will all buildings? Probably because pillboxes have static weapons and the game handles infantry inside as *crewing* a specific weapon. Meaning they aren't using their small arms, grenades, panzerfausts etc... while inside.

    That approach obviously wouldn't work for a regular building because it has no set weapon mount, so if infantry were inside, they wouldnt be allowed to fire outside.

    There is also the fact that buildings are multistoried and pillboxes aren't and other specific placement issues. Rest assured, we do want to at some point allow infantry into buildings in a workable, playable way, but its not going to be with the initial release.

    Madmatt

    Just thinkin out loud here, since infantry in buildings must fire from windows or loopholes or rubble, could those elements be treated as "bunkers" that individual soldiers would plug into on entering a stucture? Could the position dynamically use the soldier's weapon values and animations?

    Could a team that is assaulted from inside the structure by an enemy unit "unplug" from the windows and defend inside against the intrusion?

  5. I'm hoping that they will continue to tweak the game with patches post release. A full campaign H2H is essential for me, and the no entering buildings thing is just to bizarre. I hope Battlefront is'nt protecting it's CM franchise by limiting this game's potential. This could be the successor to both CM and Close Combat if they get it right!

  6. One man, one sprite would be the single best enhancement to the CM franchise, I think. Instant recognition of casualties and other important info would be great for gameplay, but even more important for immersiveness. In CC I felt more connection to squads because of the identifiable members. Maybe we could have them maneuver without the moonwalk effect, too. It's 2005, we can have this.

  7. I'd like to see more attention paid to the infantry model, ie individual names and intelligence and strength and experience in the model of "Close Combat". I'd also like it if a picture of each soldier was available in the roster, with the ability to mod your own with unlimited slots so there would be no duplicates.

    I really love the CM approach to the genre, but as an old Close Combat player the biggest thing I miss is the feeling of soldier individuality.

  8. Originally posted by Mr. Tittles:

    No the idea is to do a LOS check for the selected unit only during the orders phase. This way, he can not target what other units have seen. He will only be able to tagrget what he sees.

    What the game does is a LOS check for every friendly unit to every enemy unit and therefore, the sharing of spotted units and enemy unit info. This is a means to curtail that.

    Egg Zackley!
  9. Hi, I'm new to CM, but not new to gaming. I have only just upgraded to be able to run CM. I was intrigued to learn that CM is directly descended from ASL, and it shows. So here I am. Now I can't wait for CMx2!

    I have a thought about borg spotting, (a problem that also plagues Close Combat, my game of choice for many years).Excuse me if I repeat an idea, but I've been reading all afternoon on this forum and haven't come across it. Lots of very interesting discussion though!

    A simple adjustment to spotting might be be able to see all spotted units only when the player is not clicked on a friendly unit. Clicking on a given unit would light up only those enemy contacts currently seen by that specific unit. Combat results could be specific to that unit's degree of identification, which might be very different from a neighboring friendly.

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