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xian

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Posts posted by xian

  1. A question for scenario designers:

    I'm having problems balancing the objective points for a mission I am designing that includes an 'Exit for Points' major objective.

    In CMx2 only the opposing side gets points for those units marked as 'needing to exit' that fail to do so. I find this a bit strange. In CM1 a player used to gain points for exiting an 'Exit for points' unit as well as (in effect) losing points for not doing so.

    i.e:

    Imagine there are 300 points available to BLUE for stopping RED exiting 10 vehicles.

    If RED manages to exit all vehicles then RED should win:

    But points are: RED:0, BLUE:0 - a draw. (In CM1 this would be RED:300, BLUE:0 - RED win)

    IF RED manages to exit half of the vehicles it should be a draw.

    But points are: RED:0 BLUE:150 - blue win (In CM1 this would be 150 each. draw)

    Thus, I am finding hard to set the EXIT objective without resorting to artificial Bonus points.

    Can anyone help with suggestions as to how to balance the EXIT objective in CM2?

    Many thanks.

  2. "Oh look Peregrine - it's those damn ex-colonies squabbling again!"

    "I know dear boy - they just can't help themselves. inferiority complex, you know.

    I mean, it's absolutely clear who is really the best..."

    "Yes?"

    "Us - of course."

    "Haw haw haw. Yes, yes, Peregrine... very good! Silly ex-colonies."

    PLEASE SEND ANY COMPLAINTS VIA THE ROYAL MAIL POSTAL SERVICE.

  3. I've started playing my first PBEM game and have noticed something a little weird..

    It's turn 3, all is dark and quiet, and I'm yet to spot the enemy.

    It's the replay phase...

    Suddenly my attention is drawn to my opponents zone by the sound of breaking wood. Lo and behold - I can see fences disappearing! This gives me a pretty good idea that my opponent has armour and also in which direction he is moving them.

    It's a bit like watching an invisible man movie and seeing disembodied footprints appear in the snow.

    Now, I don't know whether this is something that needs fixing or not? But it is a little weird to be given information about my opponent that I really shouldn't be party to.

    My opponent (Mad Mike) will probably read this and make a few subtle movement changes to cover his tracks. But that's only fair, really - or maybe I should've kept my mouth shut!

  4. A while back we had a Racist,anti semite on this forum.I think he got the boot by BFC.I kinda wish he was around now,would make for some interesting replies to this thread.I had several arguments with him and he was so simple minded and backwards in his way of thinking it was hilarious,in a sad sort of way.I even had a long PM argument going with him.I miss him,he made things interested.:D

    Well - it's one of the things that our fathers and grandfathers and great grandfathers fought for - freedom of speech.

  5. * Add C2 lines (so you can tell why that squad doesn't want to listen to orders).

    What do you think of my suggestion (earlier in this thread) as an alternative to C2 lines?

    image: http://www.battlefront.com/community...6&d=1307041444

    I'd also like to add:

    1 Different floating symbol for teams (a little A or B or C) next to split units.

    2. Floating Icon suppression meter.

    3. AI area fire at likely targets and lost targets.

  6. I was responding to GGs excellent list. At first blush it makes it appear that omitting black faces was an astonishing and possibly offensive omission by BFC, but it turns out that NONE of those units served in NWE during June-July-August..

    Even if it was an omission by BF it certainly wouldn't be offensive. There aren't any Panzer IIIs either but I doubt this was due to Panzer III prejudice of BFs part.

    I only raised the issue to see if a modder might feel like adding a few new skins because I greedily wanted to include them in my upcoming 'Red Ball Express' mission.

  7. OddBall's Sound Mod on the Mac:

    I have finally worked my way through all the files in the mod...

    Okay - for some weird reason the .wav files have to be re-exported (through Quicktime) before you can hear them in CMBN. If you don't do this then you just hear silence in their place. This is very odd because they play normally when tested outside of CMBN.

    I have all the files working for the Mac. Perhaps I should upload them to the repository as a Mac version of the Mod? What do you think?

    Also, The explosions and bullet sounds tend to drown out the vehicle engines and infantry voices. Of course, this might be intentional - but I thought I'd mention it.

  8. I'm playing on Iron, and my 'Regular' Engineer Team manages to ascertain quite a lot of information about an enemy unit within 2 seconds of 'spotting' them moving behind bocage, and not firing (see image).

    I would have thought that, at best, they might have figured out that it was an infantry unit.

    Perhaps showing: "Unknown Infantry Unit" in the GUI. Indicating that they have spotted anything from a machine gun team to a full infantry squad or even an HQ unit.

    I'd also like to see some GUI feedback about sound contacts, such as: "Sounds like: Infantry Team", or "Sounds like: Armoured Vehicle"

    Also, it would be nice to see some misidentification of contacts, especially with less experienced units.

    What do you guys think?

    post-17307-141867622922_thumb.jpg

  9. Yes, it might be nice to add a layer of AI difficulty too (as an menu option, of course) - I think that the AI could definitely do with being able to 'area target' you if they suspect your troops to be in a certain location, or even at potential hot spots during an AI attack.

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