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Yskonyn

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Everything posted by Yskonyn

  1. That's an exploit! Sooo Pandur, you actually hunt in-game for these sort of things eh? Note to self: Never play against Pandur.
  2. Please browse the forum next time. But in short, there's a problem with low walls in v1.05 and it will be fixed in the shortly upcoming v1.06.
  3. Why does it have to be a threat? Isn't Christmas all about peace? Non-Hostile wishes from me! Make it an explosive 2008 everyone! Er.. ah that's why its the Merry X-Mas Threat!
  4. It would be nice indeed to have crews and vehicles not linked, so you can interchange crews. At least realistic options. I don't think its in line with the philisophy of the game to be able to have a Bradley crew take their chances in a parked M1. But vehicles of the same type as the crew is trained for should be fixed. It would also be very cool to be able to add empty vehicles to the scenariosm so these little buggers can choose which vehicle they take.
  5. It would definately be something on my wish list!
  6. I guess the warranty expired on the hardware. I wouldn't use hardware that has its warranty expired. Gives you hell in court when something goes awfully wrong.
  7. What exactly I don't know but there have been some improvements in the graphics area, IIRC grass, unit detail management, but they should all be changed for the better, not for the worse. I also run the game on my laptop with the same graphics card as you mention, but it runs CMSF still at a playabale rate. Sometimes it struggles, but usually playable still. Just reduce the level of detail. Otherwise the game engine will reduce your models itself in a battle to keep framerate as high as possible and it will kill performance.
  8. Actually my findings are the exact opposite. If I send my turns uncompressed they almost ALWAYS get corrupted, whereas 'rar-ing' them keeps them safe and healthy!
  9. Probably the most daunting task in any of the CM games is getting your knowledgde up to par about what specific weapons can do. In other words, what are the threats at what ranges to your given unit. I would like to know if there already is some sort of table available in which you can cross-reference ranges of weapons and armor penetration tables of ammunition? If not, is there such a project in development? I would like to get my hands on a A4 sheet with this info. It would greatly help me in my planning and execution of missions and it would help very much in mission creation! I am afraid though that I miss the knowledge to make such a sheet myself. So, who chimes in?
  10. molotov_billy if you have seen bugs that should not be there according to the changelog and you have seen them on several occasions, maybe you do well by uninstalling and patching a fresh install. Maybe something went wrong with patching... who knows?
  11. Armed Assult 2 will have AI that will make use of cover, in dynamic, unscripted maps. [/QB]</font>
  12. As in a command you, as the player, can give the units? I don't think so. Just the different movement types.
  13. Eventhough Steve is addressed here, I just want to chime in; have you ever seen a strategy game modelling this (ducking away, looking over edges and the like, real human behaviour from soldiers in and RTS)? I haven't. It's a game, and for it to work you have to crunch code into the computer so it makes it into zeros en ones so it can show on screen what you want it to do. But it's nothing more than that: zeros and ones. And while we can make a model of real life behaviour the machine always lacks the 'insight' unless we program it. And programming all those vaiables to make soldiers human-like in making decisions in RTS games which calculate as much data as CMSF is mission impossible if you ask me! A first person shooter (as pointed out) often models leaning around edges, taking cover behind objects, but those games are heavily scripted. The actions follow a film-script, so to speak, so the game developers know exactly what they want and the soldiers in-game only have a limited AI which tells them to use objects and the like other than that they just follow the story to the end. CMSF is very different in its battles. Many more variables.
  14. Good point (as Steve already acknowlegded)! I am all for that, it also adds the option for everyone to 'tweak' their game to whatever setting they want it to be. Use a slider (if possible) with the standard (accuracy as it is now) in the middle and people can then scale it upwards or downwards whatever they think reflects reality best. Saves the endless discussions on the forums as well. One thing that is interresting though is how you would go about in MP? Especially PBEM? Battle starter (host) sets the accuracy?
  15. TankCommander, you may want to check your full-screen anti aliasing settings. If I set them ON (to whatever setting) my menu's start flickering as well, but I usually live with that for the sake of smoother graphics in battle. I remember, though, that the editor will become useless with AA on due to the flickering.
  16. Good show, Webwing! So if I am correct there are now 2 tutorial videos, right?
  17. People not wanting any spoilers should close this thread, right now! ********************************************* I am constantly asking myself what the best approach of Blue is in this scenario. I am playing this via PBEM, but we decided to rush it to the end for the sake of loading v1.05. Red has lots of forces, while Blue 'only' has 2 M1A1 squads and will get a Recon squad later on as reinforcements. Blue has to occupy the Phase Line marked on the map, but being outnumbered, Blue has to think his moves through. Red has several RPGs at his disposal, so getting too close to red might prove fatal for Blue. The Red tanks, though, are no match for Blue and will be obliterated quite easily, many of them in early game. I think the real threat for Blue here are the infantry forces of Red, most notably the missile carrying troops. As a bonus, they can hide in the mountain range on the left edge of the map (as seen from Blue). What would be a good approach to this scenario for Blue as I get my ass handed to me every time while playing Blue against the Red AI. I reckon distance is the friend here for Blue, because of their better hardware. Also, the higher the distance the higher the chance the incoming RPG won't do fatal damage. But Blue has to get to the Line on the map. . .
  18. I know, I know... late, very late... I guess that only fortifies the statement about us dutchmen, but I just had to reply on this! Nicely put Steve! On a more serious note, though. We do tend to be looked at like that internationally. About the only reason people come to Holland is for Amsterdam (often thinking they've seen the whole of Holland) and the dope... Now with the red-light district going to be flushed out I don't think The Netherlands will ever get any tourists anymore! Ok that might be slightly overreacting... (Sorry for the highjack but it was too damn funny!)
  19. Yes, consider it a medevac of some sort. Performance of 1.04 is improved bigtime. I can now run the game on 1280x1024 with Best/Best, 8x Anisotropic, 2x AA (dont need more on 1280x1024 on a 17" screen) and still get very comfortable frames per second! Rig: P4 3.4Ghz HT, 1GB 400Mhz Dual-Channel RAM, Sapphire ATi Radeon X1950 Pro 512MB (cat 7.6), SB X-Fi Fatality Xtreme Gamer. Windows XP Not everything is up to par yet, as expected. The LOS/LOF problems thread illustrates, but the game has nevertheless become much more enjoyable!
  20. I haven't seen any posts about this issue yet and since its still present in v1.04 I'd thought to point this little issue out in case it has been overlooked. When you use Anti-Aliasing within the game on an Radeon X1950 Pro parts of the UI in the menu disappear when you select things. For example when you get to choose your side, and hover the mouse over one of the logo's the rest of the images disappear leaving only the graphic of the side-logo in view. This is the case with Catalyst 7.4 t/m 7.6's (might be with earlier versions as well, I haven't tested and might be with later versions as well, but currently there's a problem with new Cats and X1950Pro's.) Also enabling AA results in flickering menu's. A minor gripe as everything is still selectable and the graphics in the battles are without flaws.
  21. Very impressed! Performance is super now! Units seem to be more responsive on their own now. Great job overall.
  22. Its the same thing over and over... A release day has always resulted in a patch becoming available around 17:00 GMT+1. It's been like this with initial release, 1.02 and 1.03 so my guess is start refreshing around that time. So that's roughly 3 hrs from now.
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