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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. If I had to guess, the initial focus was on ensuring maximum compatability with CM:SF1 (which had all these bugs & a few bigger ones too) and ensuring CM:SF2 was broadly functioning as intended.....Which they achieved admirably IMHO. Hopefully it's now time to polish off the rough edges and bring the game a bit closer to the newer titles.
  2. Not to mention Red radios (& C2 generally). & Uncon Breach Teams!
  3. Ironically, a permanent Pause order at the end of the truck's movement might have prevented the problem, however I'm not 100% sure that the gun would have dismounted.....I suspect it would, but I've never tested this particular combination of orders.
  4. Open the scenario editor and select Mission from the main dropdown menu. In that section select Data. You should see two entries: Early Intel (this simply decides who gets intel, it's always one side or the other, never both). Intel Strength (this determines what percentage of the opposing force will be displayed as tentative contacts).
  5. Don't worry, it's built into the scenario, you'll get it automatically. You might not see exactly the same thing as the contacts represent a percentage of the opposing force, the positions are broadly accurate at scenario start.....These contacts are generated by the Intel settings in the editor.
  6. Some of the games seem moodier than others on this front.....CM:FI seems particularly prone to crashing with big maps/scenarios. I'm running an I9-9990, 32GB, 2080ti Extreme, but a modrately complex 4km x 4km map will still crash fairly often if I preview it.
  7. That's how TRPs work in game more or less.....They only improve the acccuracy of direct fire while the firing unit is stationary in its starting position, as soon as the unit moves the bonus is lost. They work particularly nicely with powerful antitank guns IMHO.
  8. I really was hoping that trooper would fire his RPO when the dip-s**t presenter went and stood behind him, but sadly it appears the cameraman warned him off before we could have any real laughs.
  9. I suppose the real question is 'how many extra unit types & how complex is the TOE'.....In the former area the Dutch seem pretty well covered, no idea about the latter. I'd like to see them in the Game.....But probably only after The DRA, Mujaheddin, et al.
  10. Hate to mention this, but about XXX Corps..... Looks like this will be a fun fight.....I'm guessing the map's fairly old as it suffers from 'internal windows' and the engine seems to auto-fix that these days (maybe not in CM:BN)?
  11. I think what @Erwin meant was had you contacted @Bootie to get your mod uploaded to The Scenario Depot where it is likely to find a wider audience. @LongLeftFlank I think you need to see this, buddy. PS - @Jc chino you might find the 'Heaven & Earth' mod to be of interest: I suspect our terrain set & buildings might be of use for your mod.
  12. I find myself to be in general agreement with my parliamentarian colleague (which for us Woosterfari, is really quite remarkable).
  13. Try pressing a couple of the default camera movement keys to stop the camera rotation.....As for the rest of it, TBH it sounds like you don't have your system configured very well.
  14. SPG-9 is already in the game for the Ukrainians, but not for the Russians.
  15. If the whole game is installed there you should be OK.....Unlike the later games, CM:SF1, CM:A & CM:BN don't create a seperate Game Files folder (or anything else) in Documents by default, these folders are to be found in the game installation directory instead.
  16. Very interesting. Not sure how useful it would be in game though.
  17. It's ironic, I've had a Steam account from the beginning and I've played CM for decades, but the idea of combining the two still seems wrong somehow.
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