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Roter Stern

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Everything posted by Roter Stern

  1. Well, actually here - a picture is worth a thousand words ... this is running v1.07, with poles spaced-out "one click": Perhaps someone can confirm whether this is somehow "intended" or is in fact a bug? [ February 26, 2008, 01:57 PM: Message edited by: The Louch ]
  2. hmm... i've actually tried to use those poles several times and I could never get them to block vehicles movement - pre- and post-1.07. And it couldn't have been the case of me not positioning them close enough, since I even went as far as building a solid wall out of the things and still had vehicles drive though unobstructed. /shrug :confused:
  3. I'd actually go as far as saying that you should roll a newspaper into a tube and look though it at that picture on your monitor while someone is shaking your desk back and forth ... and then try to count how many tanks you can spot in 5 or 10 seconds. And that's on a perfectly clear day, without any battle carnage. Where as I'd be pretty hard pressed to identify the 6th tank in this picture, even without the "newspaper periscope": http://www.jodyharmon.com/militaryart/Kursk1.jpg Are you saying my test was highly redundant and overall useless? If I had feelings, they would be hurt right now
  4. The commentator said "Shock Force" within the first 15 seconds of the video
  5. Not as far as I know... ...just another reason why Hunt and Move to Contact should have been left as two separate commands.
  6. Honestly can't say a post like that rings a bell, but I can tell you for a fact that you can pick single vehicles and platoons in the editor. Not entirely sure if there's the functionality for that in the Demo, but in the full version what you can do is "trim down" the top-level formations down to pretty much any unit size.
  7. Well there's this page, that lists all the vehicles and small arms in the game: http://www.battlefront.com/products/cmsf/weapons.html Also have a second look in the manual - page 154 and on - the "Encyclopedia" chapter.
  8. ...Clark, by any chance? Just played though the scenario and enjoyed it quite a bit, what an excellent idea! A bit of a spoiler follows... ...after I deployed my troops in the ditch along the road I immediately spotted units all along the road and figured that was Stan's "convoy", so I opened fire and then proceeded to clean up the compound. Only for Stan to show up with his escort 5 min later, just in time for my troops to run out of ammo. Perhaps it'd make sense to get those random troops out of the ambush zone, so that people don't mistake them for Stan? [ February 24, 2008, 09:30 AM: Message edited by: The Louch ]
  9. Same thing here - I was able to load the Campaign I started in v1.0 without any problems after I patched to v1.07.
  10. There is also this little gadget - http://www.gadwin.com/printscreen/
  11. I wish all AARs were made in comic-book form, what an excellent and fun read!
  12. ohh my god.... I used an AI Detection Photo Filter and look what it revealed the troop in the building in kneeling in front of!
  13. ROFL! don't tempt me I made face masks look like beards, so I'm sure I can make a bowlcut hairdo look like a fez
  14. Fantastic work! And just the other day I was browsing though the stock textures and realized that no one has re-textured a spy yet It's just a shame the Spy model has the pants bloused over the combat boots - makes them look a little too paramilitary.
  15. John, I'm not saying these Syrian 14.5s don't have HE ammo in real life - I'm saying they don't appear to have that ammo in the game Also I noticed the behaviour has changed a bit in v1.07 - I had my BTRs actually open up with a quick 3-4 round burst of 14.5 every once in a while ... mainly when ever they spotted RPG teams, I think.
  16. The day Charles writes an AI capable of doing all the things we want it to do is the day SkyNet will take over
  17. Google saves the day! Hooray for Google! Looks like they have both the Paradox and the Battlefront versions: http://www.gamershell.com/news/45861.html
  18. Yeah it's a little odd, especially considering that infantry in a building is much better protected than infantry in a hummer...
  19. So far not good - the download link comes up 404... stop DoS'ing the website, you refresh monkeys! I also wish they would do incremental patches... downloading that 130meg overhead ever since 1.04 is betting a little old. [ February 21, 2008, 02:14 PM: Message edited by: The Louch ]
  20. Has BoB dissolved into the void of the internet? ...haven't visited their message boards in a while.
  21. Well, I'm guessing groups and orders are limited to 8 and 16 in order to limit the scenario file size and possibly memory usage... while it makes perfect sense to strive for efficiency when ever possible, I honestly don't know if expanding the limit to, say, 16 and 32 would really have a noticeable effect on the performance. After all, I'm pretty sure you'd be only looking at a few extra Kb, which is frankly not much for a 386, let alone a "recent" computer. A quick tip for order debugging, whenever I want to be sure the AI is not using Plan-1 I edit it so that one of the groups setup zone is right on top of my own - at least then it's absolutely clear right from "turn 1" whether or not the AI ended up loading Plan-1. [ February 20, 2008, 12:39 PM: Message edited by: The Louch ]
  22. Allow me to rephrase myself: There is no such thing as 14.5mm HE rounds, in the game. Not to mention that it's existence in the Soviet/Russian military is hardly the same thing as it's existence in Syria. However I just tried playing with BTR-60 for the first time since v1.06 and I can't can't get them to fire the 14.5mm either. I'm also quite positive that before v1.06 I always had my BTR-60s in the Polyanskoe scenario run out of 14.5 ammo quicker than 7.62. How odd.
  23. No actual terrain, i.e. nothing equivalent to CMx1's "rough" and "woods" tiles. Also we're unable to make slopes that accomplish that - something we could in CMx1. I've been trying to campaign for this one for quite some time now, so far with out any official comments whether or not we can expect to see terrain and elevations like that any time soon.
  24. While 2 hours is plenty for most engagements, it would be nice to have essentially unlimited battles. The only problem I can foresee this causing is with full-battle-length replays, since last I heard those where still on the to-do-list
  25. They do fire the HMG given the right circumstances ... what those circumstances are is hard to tell for sure. Aside from the obvious one such as ammo limitations, perhaps it's some form of "threat level" that the target must present to the vehicle before it opens up with the big guns. Just like when tanks at some point decide to fire off their main gun at an infantry target, even though they were using the coax MG for the last minute or so. Also, no such thing as 14.5mm HE rounds, so that's not the issue. It'll be quite interesting to see how this will work when BMP-3s come out in the next module - those are armed with three 7.62mm MGs, a 30mm autocannon, and a 100mm smoothbore. Quite an arsenal for the AI to pick from. [ February 19, 2008, 07:28 PM: Message edited by: The Louch ]
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