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Posts posted by Vinnart
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My opinion:
Vehicles, buildings and terrain: the more realistic (like real life--not current Hollywood levels) the damage and destruction, the better. Bring it on!
+1. For buildings, and general environment destruction similar to Battlefield 4 for a bar to perhaps strive for. We do have them now for vehicles and terrain, but the ground fire and scorched earth from cmx1 would certainly add to cmx2's atmosphere.
As for the soldiers, if done in a tasteful, non-grisly way it would not bother me. I could see just a red circle, or something that looks like a red paint ball hit. As for this being high on a wish list it is not.
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Yep, my cat lost an ear. One thing you can do is edit your avatar image to increase the canvas size (keeps the image the same but adds more space around the edges) stay square and figure how to position what you want so it shows in the circle. With a little experimentation you can probably get something you are happy with.
I can do that sure, but the point is the circle is not the best format to show the avatars. My feedback is to not fix something that is not broken, and to go back to square/rectangle format. That is my advice to what works best visually in this case.
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I liked the square format better for the avatars. The new round format crops more of the image off. Sgt. Rock has had his chin cut off!
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That was a fun little flick, and very well done. Reminded me of those Christmas claymation movies I loved so much as a kid. Where were all the cool legos like that when I was youngster? Oh well, at least there were the trusty old green plastic army men. Glad I kept them too. I have a set that came with grey Germans, bunkers, and other cool stuff that last I checked on ebay goes for about $250 now.
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Some clever humor with the cross eyed sniper Paul. The line that he was made "famous for killing the guy 4 feet away from Hitler" gave me a good laugh.
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I thought women were the only ones obsessed with length
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Vanir, what I think you are asking is why the grid is not seen in the distant background?
The Grid is only on the large tile, and not the small one. Where you see the separation is where the large and small tile meet.
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A direct link to download Vinnart's gridded terrain (ground forest floor): https://app.box.com/s/vs5klf26zjcrxadybd6gceprnrgduaf2
Thanks again for the upload Kieme!
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Yes Badger, just put the unzipped folder into the "z" folder to use. If you are already using a terrain mod, but want to override any tiles just put a few "z"s to the folder title like "zzBil ground dense forest floor".
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"Grid Bil dense forest" + "Kieme forest" is the best combo I have found for being able to clearly see the difference of "dense forest", from "forest". Bil's tile is his grid version from one of the previous games, but can't recall which one. The tile has a fine transparent black color he did, but I tweaked the color of the art in de-saturating the color a bit. For Kieme's forest I added my grid which has a light dirt color/quality. I am having a problem loading Kieme's tile so i will send to him to load. Even if you do not want the grid version of his try it with Bil's tile if you want a combo that is easy to tell the difference. Even the small tiles are easy to tell apart. The dense forest is a more "camouflage" color as seen in the background, while the lighter forest is more sold brown. Keep in mind that seeing some different size grids in the game is normal. This may depend on the fineness of the grid such as Bil's, or the resolution of the tile. For clarity I have trees turned off in this shot showing the combo.
Grid Bil dense forest + Kieme forest. You can see Bil's grid a little bit next to the road, but it shows more when camera is close.
Grid Bil ground dense forest floor:
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Thanks Kieme. Actually that is your yellow grass tile. For my part I am just adding the grid. At least I know I am not the only one who couldn't upload it direct to the thread. The zip was under 10mb so I do not think size the issue although your yellow grass tile is twice the size of the Aris grass above. I hope I can put the rest I have with no problems.
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Well, I don't know whats up. I click browse, and find the zip file I want to upload, but when I click on "attach this file" I keep getting this message "Error. No file was selected for upload". The file is zip and under 30mb .
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Have more, wanted to upload "yellow grass" but having problem uploading all of a sudden. Will try another time
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A long while back I uploaded a low resolution grid version of Birdstryke's 'Syrope" terrain from CMSF to the CMBN repository back when I had a slower machine. I was asked if I had any higher res grid tiles to share so i will put them here.
First, all credit and thanks to the original artist/modders whom I have cherry picked from through the years to make custom sets from. Since getting a better machine I have not made a full grid set yet of higher resolution grid terrain, but will put what i have and add should i make more. These days I am using mostly Kieme's for CMBN and CMRT, but do have some others mixed in that I like for one reason or another. If anyone else has grid tiles they want to share please feel free to add them here. If it is a full set it might be too big for the thread so the repository may be better place to put it. I will be putting mine up piece meal to cherry pick from easier. For others that upload, and do the same I suggest using this format:
Put both the big tile and its mini counterpart in a folder. If it is "ground grass" include the distant ground tile in the "grass" folder. This will ensure the best color matches between large and small tile. Name the folder such as "Aris ground grass", or whomever the mod is from. Labeling in this way makes it easy to swap out tiles with out overwriting accidentally, and makes it easy to create your own custom set.
All the tiles from any mod, or stock game work in any cmx2 game. Here is a grid version of Aris's grass I use in all my games. He included a grid version in his mod, but I found it a bit too fine and hard to see so I made this one. It easy to see, not as fine, and has a dirt color earth tone and quality to the lines.
Grid Aris Ground Grass:
This is Grid Aris grass + Grid Kieme yellow grass
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I think the system is fine as is. I get units that break sometimes, and others that don't.There is nothing that says that a person must break after witness severe trauma. If this was the case then most units that have seen some rough combat in reality would have mostly broken men and this is not the case. As it is now units seem to get to Rattled easy enough. I think too many broken units breaking too easy would effect game play in a negative way.
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Too many to post, but every Bruce Lee fight scene. The fights on each level of the tower in "The Game of Death" where he fought Kareem is particularly memorable.
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I have stuff on Amazon, and I think it is very over rated with the worst user friendly selling site design ever. Lots of red tape just to sell an item. In essence I hate dealing with them, and yes they get a cut and paypal, credit card companies do too. Perhaps it may be a more positive story with a game product, but that has been my experience with them.
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So how exactly does a unit get to Broken status?
This is as much to the individual person as it is to the pixeltruppen. As with the other factors that can contribute to being brittle such as being out of c2, poor leadership, poor morale to begin with ect.. it is triggered by trauma. We do not get the feeling of emotion from the animations so we can imagine a soldier that has lost it's military bearing and so it's combat effectiveness when "broken". This guy is probably crying, stuttering, shaking, and is an overall mess that just wants to crawl into a hole in the fetal position. He has not much will to fight. A good example if I can draw from cinema is the scene in "The Pacific" when the old Gunny breaks down, and they get him out of there.
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Its not that hard to understand. The morale can really be broken down into 3 progressions:
Ok: This is a unit that is NOT in a permanent state of "yellow", which is Rattled. This unit may have went into the yellow or red briefly, but eventually had a enough morale to snap out of it.
Rattled: This unit is in the permanent state of "yellow", but he is still a step above "broken", and a step down form "ok" in being brittle.
Broken: This is the only state that shows the red light along with a "yellow" border around the word. This is the lowest on the scale of brittle
The reason for the addition of the "red" light is to bring emphasis to the state which shows a "yellow" border around the word, and to better differentiate it from "panic". The red border is reserved for "panic" state, which is generally a temporary condition where the player has no control. In this way also a "broken" unit can become "panicked", and perhaps back to "broken" in a much longer time where the player can control it again, albiet in its more permanent brittle state.
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Ah, for some reason i was thinking a "shoot-n-scoot" shortcut.
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Welcome to the forum Kantata! You can do this now buy issuing pause commands along with the movement command.
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Always interesting to see how others approach things to see how similarly or differently they go about it compared to myself. The deepest planning I have done on occasion with very large forces is to make a tactical map with a screen shot, then take it into a military sketch program called "Overlay Maker". The program has ready made NATO/OPFOR icons you can place, move around, and update turn by turn. Seeing the force in this different overview has helped with being more organized in planning for large forces, but it takes time so I I have only done it a few times. Another cool feature is you can zoom into the map.
I look forward to seeing your method Combatinman. These threads are especially helpful to new players who don't really know how to go about it well. I'm sure there will be some good tips here.
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Good reminder! I do that often with tired troops.
I wonder, do they recover from Tired if using normal movement or do they have to actually be stopped?
Good question, but Quick will always expend more energy than Move. My Guess is at worst the energy expenditure is minimal or stable during MOVE unless in the "red". Then stop and hide them if you can till they recover because energy is critical.
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I also use Move as a pseudo move to contact. If they spot and engage an enemy unit they will generally stop moving so long as the enemy remains spotted. It's like a more aggressive but less tiring Hunt.
Exactly!
Do I have to get in a vehicle to get the ammo? + sharing rules
in Combat Mission Battle for Normandy
Posted
You are correct Silent One that you do not need to be in a vehicle to share ammo, but need to be within one action square. For this reason i like to put a vehicle with ammo behind a building occupied with your troops. They will share with abstraction from the vehicle when out of their own ammo.