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Vinnart

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Posts posted by Vinnart

  1. When it comes to the AI I think it is hit, or miss sometimes. Sometimes the troops can do some really stupid stuff that result casualties that could be avoided. Here are two recent examples that happened to me:

    Squad has one AT4 which dosn't seem to do much to a T72 from a distance. They spot the tank and give their position away causing no damage to the tank. Tank opens up! bye, bye squad! I think in a real situation the men would keep down, and get closer to fire the only AT4 they have.

    Here is another:

    Enemy is on the west side. Squad is in C2, and ordered into a building that has a door on the west,and east side. Squad goes to the west door exposing itself, and gets casualties. Meanwhile sometimes they choose the better route avoiding exposure. Anyway to get them to go into a particular side enterance beyond giving an extra waypoint on the side you want them to enter?, This gets them to enter from the side you want, but creates the problem of a delay in entering which gives longer exposure.

  2. Here is my layout profile for N52 for CM. Keep in mind my hotkeys are alternate to the stanadard, but should not make a difference. With any new control it is about muscle memory through repitition, and logical set up to become second nature. Another thing I have done with my N52 is differentiate the feel of each button. I have given every other button a textured feel like brail for the blind. I did this through various methods such as using dots of elmers glue, then let dry.

    CMSF.zip

  3. User38 no prob. I actually have small hands, and relativly short fingers i feel (medium size man), I do have to lift my hand, and move my hand just a bit to reach the side thumb wheel on the MX Revolution. I don't think the motion of doing so is such an inconvienience. I have the motion down pat, like switching gears in a car. I would rather have to move a half inch then not have the buttons there. I have no problem with it at all. For CM I have it set for camera angles 1-3 which I use frequently. For everyday I use it for zooming in and out. On the newer model the buttons they replaced the thumb wheel look too small IMO. I Like the thumb wheel, along with all the features of it. Works from across the room, on any surface, durable; I have droped mine on the tile floor numerous times, and it keeps on tickin. Comfortable for my hand. Best mouse IMO.

    As for the N52 it works great with CM, and i would consider it a must equipment for competitive edge in RT play. I have all the most common commands set to the top gear, first row move commands, second row combat, 3rd row some specials like hide. Bottom cornor buttons are Shift, CTrL, and F12. Red gear I have for turning sound off, landmarks, trees ect.. and camera zoom via N52 wheel. Commands not used as much such as administrative i will use space bar, or GUI to access. With the Combo mouse with many buttons + N52 I couldn't ask for a more efficient way to control the game.

  4. I'm a bit of an input peripheral whore. I used to play Wolfenstien Enemy Terriroty with a Logitech MX1000 and my Belkin n52.

    [ATTACH]679[/ATTACH]

    [ATTACH]683[/ATTACH]

    The MX1000 was a 10 button mouse and the combination worked a treat. When my MX1000 died (and my spare MX1000) a few months ago I bought an MX Revolution mouse.

    [ATTACH]681[/ATTACH]

    The MX Revolution is a free scrolling mouse. I am very happy with the MX Revolution. It is very comfortable and I now find that I cannot live without a free scrolling. However, in free scroll mode the scroll wheel buttons (left click, middle click and right click) don't work reliably. One of the buttons needs to be dedicated to select and unselect the free scrolling mode so effecitvely it is a four button mouse (the lateral scroll wheel can act as another three buttons but I found it to be in an unergonomic position). I was good for general use (I bought another one for work and a spare) but due to the lack of buttons it is not suitable as a gaming mouse.

    I have the same exact set up; N52+ Logitech MX Revolution. I have had no problems with either, and highly recommend both for any type of game. The model shown for MX Revolution unfortunatly is no longer available with the wheel side button. It is the best mouse I have had to date! For CM it is great. I use forward and back buttons to cycle through units. Center button to center camera on unit, and the rest have camera views 1-6. Between that and the N52 one controlls the game with complete ease, and speed.

  5. Lot's of classics mentioned. Kelly's Heroes is an all time favorite I can always watch.

    Here is one You probalbly would have a hard time finding, "Too Young The Hero". This was a made for TV movie I taped on VHS back in the day and still have. It is the story of america's youngest WWII vet named Calvin Graham ( played very well by Rick Shroeder). He was a large 12yr old boy who forged papers to enlist in the navy. and saw some major combat in the pacific. Eventually his capt. found out, and shipped him home where due to a foul up he was labeled a deserter, thrown in the brig, raped, and could not convince the navy he was really 12 yrs old. This was very well done, and acted. I really felt for this brave kid.

  6. Grids are something I like for the same reasons. As in the other CM games this will be something that will have to be modded to have. The grid is not an overlay, but rather drawn on each bmp. of terrain. That said, you cannot just "turn" grid on or off, but must replace the terrain tiles with those that have the grid drawn on each type of tile.

  7. Team play would absolutely revolutionize CM! Perhaps that is something BF could think of for Cmx3 engine. 2v2 capability would be good for PBEM. I think anything more would be a bit hard to do, or at least take a very long time to complete. For RTS I would love to see a 3v3 + 1 observer slot for each side. 3v3 because 3 is the set up for base military composition ie 3 squads make 1 platoon, 3 platoons make 1 company ect... If each player had a company the entire side would equal 1 battalion with the observer possible acting as a battalion commander for higher tactical play.

  8. Welcome to CMx2!

    * I prefer playing WEGO on veteran setting. I would like to get more into RT being I have competed in RTS leagues in the past, but am just SO used to playing CM in WEGO I find it hard to get into a RT mind set with it. Too used to taking my time, and looking at the replay.

    * For hotkeys, I use the alternate hotkey that is sticky in this forum. CM seems to work the best having single keys designated for commands. I HIGHLY recomend getting a Notromo speedpad, and mouse with as many programable buttons. Both these things will have you controlling the game with the greatest speed, and efficiency especially if you need speed as in RT.

    * MODS: Here are the ones I have, and why;

    -Red tracers - They show up better, and look more realistic IMO.

    - Syrope terrain - This changes the terrain to a more european terrain with more greens. The green terrain is much easier on my eyes, and looks more inteesting than just desert. I added a grid to mine which I always find usefull in seeing the subtllties in the terrain.

    -AKD sound mod- Adds to the immersion. I am running an older version. Is newest that much different?

    -American_chatter.339- Adds more emotion to the speaking voices of soldiers. Adds more things they say.

    -GENERATIONKILLMOD_CMSF- The radio chatter from the movie is SO much better than the music when the game opens up IMO.

    -Base icons mod- ABSOLUTLY an ESSENTIAL! changes the bases to a cheveron shape from a circle to see easier which way soldiers are facing. Very useful!

    -Vin's animated text mod- My own mod that changes, and organizes the soldier stat text to make it easier to tell individual actions from another at a glance by use of different type styles, and symbols. Gives the text more interest, and "animated" feel. This incoporates Vein's casualty cross.

    -Viewpoint compass- Shows better orientation compared to stock compass.

    -There goes the sun mod- gets rid of lens flare from sun that happens at certain camera angles.

    I also have many Scipio mods; fire, muzzle flash, explosions ect..

  9. Lets hope they bring back the "instant 180 degree arc" as it made setting arcs soooo much better.

    I agree! I don't understand why they just included a qiuck 360 degree option via the shift key. I only use 360 on ambush along with Hide when attack can come from any direction. In advancing, and setting 360 which area of the arc is priority? In CMx1 I almost always used the quick 180 for setting arcs since it was most conveinient. Perhaps BF could set the Ctrl key or combo Shift+Ctrl when arc command selected for having quick 180 degree.

  10. I have Cmx2, and TOW2 Africa, and both are great games, but the biggest difference for me has been the PC requirements. I bought TOW2 not long ago on sale $20 and got through a few missions before I finally decided to put it on the back burner till I upgrade my 6yr old system that just barely runs it with much lag at half speed. I still think TOW2 is a great game, which really has shown great improvements with each build. I don’t feel bad about spending for it since I think it is a worthy project to support. I believe TOW to be ahead of it’s time currently PC requirement wise for average joes like me. I see this game growing in popularity as more people get systems that can handle it well in the future.

    Another big difference is the team play aspect. 4vs4 TOW, and 1v1 max CM.

    I would love to see:

    *The day when TOW offers a WEGO option making it more accessible to the CM crowd.

    *CM one day offer up to 3v3 teamplay in the future. This would be GREAT rts. Giving a whole new dimension to the game.

    * An observer mode for TOW multiplayer 4v4+ 2 observer slots (1 each side), and for CM too to have 3v3 + 2 observer slot. The observer mode ala Sudden Strike 2 allows one player to observe, but not control units for each side during a game. This person can see only what his side can currently see, and not what the enemy sees just like any other player. This is great for learning in clan training, and can bring a higher tactical layer to multiplayer in games where the observer acts as supreme commander directing the actual human player during the battle. The observer can do this because they are not tied up commanding units, and can get a better overall picture of the battle. Those types of games when I was in a Sudden Strike clan were some of the best tactical gaming I ever played.

  11. New! improved small box version! In making the box smaller from my first build of this I have made the following improvements, and I am sticking with this FINAL build. There is a zips are of a bold face, and regular type face versions. I recommend this version over the first build I uploaded (post #23). this one i will submit to the repository. Enjoy!

    LEADER text:

    cleaned this up, and better shows seperation of teams within squad.

    SMALLER TEXT BOX:

    Word "Casualty" removed and replaced with: † MAN DOWN †

    Word "Cowering" removed and replaced with: ( OH ****!! )

    Word "Aiming" removed and replaced with symbol more resembling rifle sight shape: \*^*/

    Word "Firing" removed and replaced with "animated" firing line: (----------

    ADDED:

    exlamation points after word "routing": Routing !!!!!!

    post-20605-141867622167_thumb.jpg

    Viin animated text FINAL bld.zip

    Vin animated text FINAL reg.zip

  12. The Mod is available on post #23. Just download the zip file I uploaded. Give it a try. I find when I am viewing from a far the text now gives a clearer, more visual picture of what is up with the squad i.e Cowering, and casualties stick out as well as how many of the squad are currently engaged. The symbol for fire visualizes the shooting in the text.

    Yeah, perhaps the red color weapons icons could stay in the squads container, and get a small label on them WIA, or KIA when removed from the map keeping track of who the sqaud lost. The red weapon icons still on the map whould show what weapon is down, and which soldier on the map they are. Anyway something along those lines along with what floor/passenger status the squad is in would be helpful when camera view is further.

  13. To make the box smaller unpack and make a few changes. I went into it and made these changes:

    ENGAGING:

    Firing (------ (shorter fire line)

    ( OH **** !! ) (Removed the word Cowering, and replaced with just the (OH ****!! )

    ACTIONS:

    Casualty († MAN DOWN † ) Lose word "casualty" and change to just : † MAN DOWN †

    This still made words pop out, with smaller box.

    All credit of addition of cross symbol from Vein's original mod.

  14. Yeah, the box is a little bigger, but I think the trade off is worth it untill something better comes along. You get a much quicker overview of what is going on with a squad especially from distant camera views. When a squad is laying down lots of fire it reminds me of a graphic equalizer. Glad you like it, and it can be changed to ones preference by just unpacking it, changing it, then repack.

  15. Furthering the idea of symbols to represent actions at a glance here is a mod I made that animates the text, and really makes deciphering the actions quicker for the mind at a glance. You do not need to read text. More important info is noted by symbols that differentiate it from other text. This really helps livens the text up, and makes it more functional. Looks animated during action. Here are the changes I made given the limitations of manipulating the text. Check it out I think you will like how it gives you individual actions of each soldier a bit quicker at a glance.

    Leaders in caps with asterisk

    ***COMMANDER***

    **LEADER**

    *TEAM LEADER*

    ENGAGING:

    Aiming (*^*)

    Firing (--------

    Cowering ( OH **** !! )

    Grenade @

    ACTIONS:

    Hiding (???)

    Medic (+)

    Deploying (D)

    Packing Up (UP)

    Casualty († MAN DOWN † )

    //////// (The word “moving” is removed, and replaced with this slashes symbol)

    Vin's animated text.zip

  16. Already using the "Casualty Cross" mod and it's really helpful to see at a glance who got hit. BFC should get your permission to make this standard.

    Totally agree! Thanks Vein for uploading! With the mod, one can cycle through the units very fast while just looking at the text and you spot casualties much faster seeing the symbol because you do not have to read. The mind recognizes color, and symbol associations faster than reading. This is a proven fact since when reading one goes through the subconscious vocalization of the word.

    This is good, but colored text would be better. The ultimate would be colored text for other important text, with the best thing being the red colored weapons showing what weapon is down as I have illustrated.

    Vein, I tried the base mod, and although I find the pointed chevron shape the most practical & easier to use personally, your base mod would probably appeal to those who prefer very subtle bases, and playing at closer camera views. Thanks again, just wish I knew how you added the cross? I played around with trying to add some other symbols with no success. No biggie, since casualty is the most important word to stand out. I will probably add a cross, or a + sign to “Medic” since that, and “Casualty” are related.

  17. Vein, thanks for the response. Not locating that file. What root file does one unpack to get to that file? Data folder/??. I like the crosses, and want to add. Another smart thing in your bases mod is the point on the circle to make it easier to see which way each soldier is facing. I am using the base icons mod which uses pointed chevrons, and find the pointed shape much more helpful, and sensible. I would like to try the rings with the points you have there. I am sure many would like to use your mod with the crosses added to type, and your base mod. Any chance you could post it in the repository? I am sure many would appreciate that. These types of mods are so much better than what the base game comes with. They really do aid the player beyond just looks.

  18. Another helpful aspect of showing the weapon icons in red would be that the player would know at a GLANCE what weapon is down, and what has priority to retrieve. Thinking to the recent DAAR for CMBN when Jon's decided to risk doing some medic aid to retrieve a BAR. If the casualty had had a rifle he would not have risked going after it he said. To know what casualty had what weapon a player must zoom in and identify the 3D model. With this system one could put the cursor over the BAR red casualty, and the red casualty base of that soldier would flicker giving the player the precise info one wants at a GLANCE for a cas sitrep.

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