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Kineas

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Everything posted by Kineas

  1. What Michael said. I'd love to have a Cold War mod with a significant user base, but more likely we would just have 78mm Stug front tweaks and the like.
  2. Indeed. For me (and I think for other players in general) file sizes under 10M won't be a problem. Now I play a CMBB game where animation turns are 2M+.
  3. It's not a problem if they can be compressed well.
  4. Great news. The timing is perfect for me.
  5. When human stupidity is enough to explain a phenomenon then usually there's no need to search for other explanations. This topic is a live proof of that good old tip.
  6. Wow, my list exactly. +4. Tactical level simulation of battles in the StarCraft universe (without the production).
  7. I think that remark about the rudimentary graphics was just thrown in as a necessary 'balancing' comment in the review. Hopefully the readers won't give it another thought (neither did the writer). Isn't it a slippery slope to leave the handy, tile based abstract world and enter into the 1:1 "reality"? I mean you have to simulate every little thing and object on the battlefield, there is hardly any room for 'abstractional shortcuts'. E.g. if a bullet passes through a palm tree, you obviously won't check against every little twig, but rather say this bullet has a 30% chance of being deflected. (This was just an example) May I ask, did you find such shortcuts in great number, just to avoid the FPS level of detail?
  8. this is what signatures are invented for. Check your profile. (He may type it every time the same though)
  9. Squatdog, I'm eager to watch your video, but it /probably/ needs a special codec which comes with the latest version of fraps only. One thing I might add to the morale problem. The game has very well designed abstractions, but these have their 'optimal' scales. Everything is smooth at typical (~100m) engagement scales. But once you get into 40m, you are on the borders of the system. Ideally (and in CMx2) infantry units should exchange fire in the form of continuous streams of bullets. Now they fire at eachother in 'quantums', packets. If your closing squad receives a huge blow from an unpinned, but threatened enemy squad, then the attack run is over. The first shot has too much significance, like the volley fires in the historical wars. In the continuous model this would not happen. You could suppress the defenders during the movement.
  10. I wonder what's the average life expectancy of the "Eastern Front next" threads.
  11. My vote for the Eastern Front in 1989. As a bonus, "Soviet" players could have revenge against the nazis in the NATO.
  12. We can play great tank battles in the diagonals.
  13. The 1:1 representation needs a really sophisticated system otherwise the combat animation would look just funny. Soldiers can't just stand in front of eachother and stab bayonets ahead into the air. Maybe for the ww2 version, if we are lucky.
  14. I'd do the second, and I expect BFC to do the same. I remember Steve explaining in another thread why the houses aren't moddable. He said there were far too assumptions built into the game about the window locations, story sizes etc. I guess those must be resolved before the ww2 release. The module turnaround won't be quick anyway, a lot of artwork needed and the first module have to "sell out" before. In the meantime you can fix bug or introduce nice little things.
  15. It was not ineffective fire, after all, your men fled, right? Casualty means lethal or critical wounds. Your squads might suffered a couple of nonlethal but rather ugly wounds. Ears shot off, helmets shot through etc. use your imagination It was a heroic effort from the defenders, they have been awarded with a medal since then. Don't forget that there is huge randomness built into the 'rules', maybe your situation only occurs 1 time in 10. Infantry fire from close distance is very deadly/scary. It's the main killer in this game, together with the arty.
  16. Did you extract the patches to the correct directories?
  17. The video is great, the battlefield is live and dynamic. The sounds are great too. The 1:1 representation is awesome, just imagine a lucky mortar round which finds its way into the middle of a squad. There will be no unit bunching in this game. The infantry movement speed isn't in sync with the animation that is why they look strange, it's just needs a tweak. I have only one concern, it isn't really spectacular to shoot at distant squares, some kind of zoom functionality would be handy. At this field of view nothing is visible even at 100 meters/yards, in an fps you can zoom to the realistic values.
  18. What about the military purpose they achieved by blowing up that truck? Are you sure it was only the destruction of a truck and a couple of grunts?
  19. Every effect of a small arms fire (including lethality) is having a 2- or 3 times multiplier bonus if received from the back/sides. It's just my experience, it can be wrong. That's why I don't like the trend 'everything is simulated as in real life, no need to include exact rules in the manual'. I just know there's a modeling behind the curtain, so I need to voice I'm with Noman on this. There were threads about this, some fear they would have to solve differential equations during the game instead of command decisions, so I doubt we'll have too detailed manuals. There were also threads about the need of a "fighting withdraw" move mode. Maybe in CMx2 this won't be a problem because half of your squad can withdraw while the other half is firing. I think withdrawing under fire is very difficult in CM, maybe the withdraw command has some uncovered secrets.
  20. Német = German magyar = Hungarian szovjet = Soviet román = Romanian hadosztály = division páncélos = armored rohamtüzér = I think assault gun unit csoport = group lövész hadosztály = rifle division lovas = cavalry ezred = regiment zászlóalj = battalion század = company
  21. Given the screenshots and the vids, my estimation is that we are 5.1 months from the CMSF release.
  22. ..but...palinka also comes before the meal
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