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Sgt.Squarehead

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Posts 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. 16 hours ago, wlmiv said:

    No. There was no timed pause

    This is the very reason why I did not give the truck orders.

    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.

  3. 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).

  4. Don't worry, it's built into the scenario, you'll get it automatically.  B)

    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.

  5. 6 hours ago, DougPhresh said:

    I think all titles should have Huge maps. It’s 2022, our PCs can handle it!

    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.

  6. 3 hours ago, John Kettler said:

    Second, I had no idea whatsoever that a TRP could have any effect at all on a Direct Fire engagement, since I always thought of them, and saw them used, for Indirect Fire. But it occurs to me that militaries have long used all sorts of natural and inconspicuous manmade markers to show known range/s to nearby targets. An example would be to open fire with ATGs as soon as the foe's tanks are up to a certain rock.

    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.

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