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sdp

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Everything posted by sdp

  1. Tried to tamper with the values for lighting and weather a bit in a mission. From what I've discovered you can come pretty close to nighttime darkness (!) but I suspect that it won't affect visibility parameters in-game very much... Anyway, some examples; attack at dawn /sdp
  2. Excellent Oudy, looking forward to playing it. Thanks alot! I'm on my way over to CMMods now! regards/ sdp
  3. stockholm,sweden; arrived! /sdp
  4. Yeah, sure gets ridiculous sometimes. The same problem occurs when you try to hide your troops and the AI is scripted to draw a rectangle around the largest concentration of enemy forces and attack that. So much for using terrain to move undetected... I think we will see less of this in user made missions to come hopefully. regards/ sdp
  5. Actually I think it's possible to reuse some of the stuff we already have. I discovered that if you for instance choose to put a british crew in a sherman (in the editor that is) all of a sudden that sherman will turn out to be a...british sherman! This of course makes it possible to introduce some lend-lease equipment into the russian theatre. It's no problem to make the french Hotchkiss H35 into a german tank either -still...what it doesn't change however is the skin of the vehicle. regards /sdp
  6. Hi Some thoughts on future improvements of this fantastic game; -it would be great if the present editor could be developed in to a more user friendly WYSIWYG-editor, ie one where you could design a mission in a more visual way. (like the FMB in IL2 or for that matter the scenario editor in CM...) (Quite frankly I’m not that interested in writing code/scripting, but in I’m very interested in making custom missions. Having an active community creating new missions has most likely lengthened CM:s lifespan with several years. But that requires an editor that’s user friendly.) -it would also be great if there was a possibility to have missions where you fought over victory locations and the outcome were calculated on the basis of victory points. This would of course mean that battles would have to be limited in time. And it would probably require a fair share of rewriting of the AI I guess, but still, it would make this game even better to have the option. -why not introduce something like "force readiness" in ToW?. As I understand it this feature in CM was (is) there in order to avoid those annoying stalemates or those strange situations where you have to fight till last man standing. -it would be a neat possibility to be able to exit your troops from the battlefield if things go terribly wrong. AFAIK this isn't possible right now, but then again i might be wrong. regards/ sdp
  7. Hi Has anyone gotten hold of this part of the Mission Editor? (3.10) I can't seem to make any damaged areas, fires or even succeed in "creating deformations" -shell-holes that is. Anyone tried? /sdp
  8. It would be very useful to have keyboard shortcuts for the "Hold position" and "Hold Fire" commands -as well as shortcuts for the movement modes Double-time/Dash/Crawling. /sdp
  9. You might find that crews abandon guns -thus appearing empty -if you've forgotten to issue ammo to the gun -made that mistake myself... /sdp
  10. I have a (hopefully) simple request concerning the mission editor; would it be possible to "allow" the british troops to use some of the american equipment (that is from the beginning, when creating your own mission) The same would seem like an easy way of also expanding the russian range of equipment with lend-lease material. (So far I've made some test and assigned british crews to american vehicles from the start of a mission in the editor. Judging from what I've tried it's quite ok to have a british crew in a Sherman for instance - but the only way to make an american tank with a british crew to move in the game is to have an american as driver.Odd...) regards/ sdp
  11. Seems to me that the manual for the mission editor could use some editing itself. Haven't been able to find any good -and simple - explanations on how the triggers work. Would be nice to have som kind of QMB, Quick Mission Builder, like the one in Il2 /sdp
  12. Me too... Have you found any info on how to make units (enemy that is) to move to a specific location? I suppose this has to be done with the use of triggers? Guess I've to do some more reading in the manual... /sdp
  13. This is my vote; 1. enterable buildings (if not in the addon do add them in TOW2...) 2. foxholes, heavy machineguns and light mortars 3. mapcreator (i.e. not an editor which i've read is on it's way, but a mapcreator with the possibility of editing the topology/terrain itself) regards/ sdp
  14. Here's some news from the russian forum, translated by babelfish, hence the peculiar english... (I suspect VM means Вторая мировая, the russian game title.) fil 27.03.2007 21:48 so that to scatter conjectures and to suggest optimism how is occupied now the command VM. you will not believe, very many first, is prepared public demo- version for the the English-language of reliza. in the second place, is assembled version for Batelfronta, like everything is prepared, but there are some imperfections on the localization, i.e., with the texts if on the simple thirdly, on the basis of this, will be assembled patch, which includes everything which was changed in the collaboration with BF. fourthly, are prepared tulzy. namely, the editor of misiiy, who will enter so into the version BF fifthly, most likely, for the Russian users, and then for BF, will be accessible the editor of objects, with the aid of whom it will be possible to move trees, to change houses, to dig entrenchments i.e. everything that can be, on the existing maps done, after the the isklyuchenim of landscape and very textures of maps sixthly, are conducted works above the add- afore-mentioned, it promises to be very interesting, and I think, it will be pleased to all worshippers SS and CM, I will not lie the in- seventh, most likely, will be released special version VM, with all corrections and tulzami, and possibly, with the new mega- company, detail they will follow and the only that, that there will be it is made and done soon, I think that this not all well, also, to the remainder, to entire contingent of forum, the many thanks for the understanding, for help, for the faith in us, for the support I think, in this year, all worshippers VM will obtain the mass of entire interesting. /sdp
  15. sdp

    Foxholes...

    ...will they be in? /sdp
  16. Hi Anymore news available from 1C about the features of the mapeditor? Does it resemble the Full Mission Builder in IL2 ? /sdp [ March 25, 2007, 12:40 PM: Message edited by: sdp ]
  17. Well, I'll try to explain a bit more precisely; In this map two quadrants are covered with rather dense woods http://molnhavet.se/sdp/docs/CMC_pict_web/DU_b02_overview.jpg -as you can see in the NW quadrant there's a path of open ground through the wooded area. This might simulate a road of worse quality than the average dirt road, perhaps just tracks. Still tanks for instance might be able to use it. Although it might not be advisable, it would allow for, say, an armoured unit to pass through that quadrant. Here's a situation that I've been thinking about; http://molnhavet.se/sdp/docs/CMC_pict_web/cmc_tankassault_woods.gif (dark green -woods,light green -open ground, yellow -farmland) Could the red infcoy assaulting the quadrant occupied by the blue infcoy to the south get backup from the red tankcoy north of the wooded quadrant ? (One may assume that the wooded quadrant allowed for passage by an "open ground path"). Or,I guess I could put it this way; should passages through woods be simulated like this http://molnhavet.se/sdp/docs/CMC_pict_web/DU_b02_perspective.jpg or like this http://molnhavet.se/sdp/docs/CMC_pict_web/dirtroad_woods_perspective.jpg lotta lotta questions, I know... regards/M
  18. Sorry to be a nuisance with all this questions, but here's an issue that really puzzles me; On the CM battlefield there may be a path of open ground or scattered trees through a otherwise heavily wooded area. This path is passable by vehicles with reduced speed in a CM battle. Thus, it would seem logical that the same might apply on the operational level. First question therefore must be; are woods and pineforests passable by vehicles on the operational map? If so -are they this by default ? It might be that a premade battlefield has one wooded quadrant with a passable path and another wooded quadrant that doesn't have a path. Will this be depicted on the operational map? (Of course, on way of finding out would be to open the CM battlefield in the editor beforehand. This might simulate terrainreconnaissance in advance...) /M
  19. Just to clarify, by ME:s I mean "maneuver elements" /M
  20. I'm a bit curious as to how set up zones will be handled in the tactical battles. Will the size of the zones be related to the size of the involved ME:s ? How about placement of setup zones -in what way will they reflect the direction of the attack/attacks on the operational map ? (I've understood that it'll be possible to conduct attacks from more than direction into a quadrant.) Will there be setup zones that are separated if the attacking forces enter the battlefield from, say, two opposite directions ? How about the size of No mans land -what will determine that ? Any possibility of some words on this matter from the developers ? /Michael
  21. This might be more an issue of adequately sized setup zones, than the size of the CM battlefield in itself, IMHO
  22. Thanks for a quick reply -good news this is
  23. You might try these http://www.bayonetstrength.150m.com/ http://niehorster.orbat.com/ /Michael
  24. This might have been asked before, haven't found anything on the matter though; Will the destroyed houses, craters, KO vehicles, barbed wire and trenches from previous battles remain on the tactical CM battlemaps ? regards/ Michael
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