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Paul AU

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  1. Excellent, George, Thanks. >> scenario author mode when you open the scenario to play (can only be done when you select single player RT or WEGO). I never saw any toggle or yes/no?
  2. First, I should say that that Fortress Italy is great. CMx2 II, works. Nice work on infantry aligning along cover, on roads, on many things. Nice work. (That's not suckage, that's my opinion). 1. In the scenario editor, how do you set where the initial point-of-view is? I mean, when the scenario starts, what determines what your first 3D point of view is? How do you set, that point of view? 2. Don’t half-tracks seems a little too susceptible to bullets? Isn’t the point of a half-track, that it isn’t? How accurate is BFC’s simulation of this? Seems that any infantry squad can see-off
  3. Here is the OP: >> Gentlemen from Battlefront, When i heard about Combat Mission Battle for Normandy, i was expecting great things with this new opus. A few games after, like many veterans of the Combat Mission series, i feel something like a bad felling about this game. A feeling of deception, of mess-up. Why ? Because of many bugs and irrealistic things that ruin the interest of the game. Here is a list : - Artillery (even light mortars) is too powerful. 2 rounds of an artillery barrage are enough to destroy half an army or at least, reduce drastically a platoon to a few men
  4. Many immobilisations are especially annoying because they’re completely UNavoidable, and not due to your mistake or enemy action. I expect trouble if I drive through a ford, but not on a road or dry firm land. A solution would be for BCF to add an “immobilisation slider” in Preferences, so the player could influence the probability of bogging or immobilisation. (Two sliders, then). I’ve suggested this before, but BFC’s reply (paraphrased) was “Nah, we prefer realism. Part of that realism is getting unlucky sometimes.” My main complaint was that small games are frequently won or lost
  5. Both visually and functionally they are quite like ditches. The CMSF trenches are in fact very un-trench-like. I agree. But I'm thinking, for Europe, sharp, narrow (wall-like, in Cmx1 terms), ditches that require a 'crawl' or ('slow') to be 'in'. Ofcourse, that type of trench may not have survived the transition to LOS applicable fortifications. But scenario designers have been using them widely as ditches so I can't imagine they've not been brought forward in to CM:N in some fashion. I don't want a big fat 3 metre-wide 'trench'. That's the point. About random immobilisations:.
  6. Elmar Bijlsma Yes, particularly ditch-like. Fields and roads don't have 6' deep, wooden-reinforced trenches down each side. Your typical Normandy field is not ringed by a military 'trench'. All the eye-witness accounts I've read, have mostly been from 'ditches'. Seems to me, most of that war was fought from, ditches. Narrow, low, muddy, not-a-trench, ditches. (Would you like to talk about the game-killing effect of a random immobilisations?)
  7. Thank you, Mr. Vulture. Indeed. CMx1 does it instantly. Crop the map, *then* unleash the scenario editor. (And don't forget the ditches).
  8. A Quick Battle's set-up zones are based on the map it's given. Any questions?
  9. Uh... are you sitting down? No random maps for Normandy. Well yes I am. And, I thought BFC'd said there would be. What was that whole 'tiles thing? It was 12 pages.
  10. Yeah, cropping maps is a lot harder than it sounds. At least the way the game works now. To crop a map the game would have to dynamically reconfigure setup zones and AI Plans. That's not easily done. No, you crop the map first. Before the player is presented with it. Then the program runs as normal. It's a naked map - no set-up zones. Easy.
  11. BFC wrote: Cherry Picking isn't a neutral term in my eyes. It’s a negative term. Most of the time when I ‘cherry-pick’, it’s not for the ‘best’ units, the cherries, it’s to create ad-hoc units in odd combinations which weren’t as rare as I think you think they were. When I do this, I’m as likely to pick a crab-apple as a cherry. I too mostly liked the ‘shopping’ aspect of CMx1, and accept the ‘mis-pricing’ (IMO) of some units as part of the, er, price of such a fun QB purchase system. It’s a shame that’ll be gone. It’ll be interesting to see how CMx2’s (hidden) dynamic/relative unit
  12. The game knows the "% chance to hit/kill". Players enjoyed seeing that, even if it might be wrong, or unrealistic to know. Give it to them, for the Game's sake. They'll enjoy it more. Especially when the players know it's only an approximation, and it's unrealistic to know. Give 'em what they want, when you can. (I say).
  13. I didn't think of that, because the rest of the vision was so authentic (if highly edited). I dunno. Not sure that's the answer.
  14. Of course not. I just watched a 1943 American propaganda movie telling us how great and noble the Russians were in WWII. For two hours. Rare enough in itself. A few scenes were baffling, documentary-wise. I’m sure I saw (I re-watched it a few times) German infantry attacking through the snow, supported by American half-tracks. The standard boxy M3 half-track. Definitely not the ‘Hanomag’ SdKfz 251 or any variant thereof. What could the Germans have had, (ever) that could look like that? This was purportedly a German advance in 1942/3. Yes, I understand is was a propaganda film
  15. I was creating CM:BB scenarios five minutes ago.
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