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Zatoichi

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Everything posted by Zatoichi

  1. You got it! All of you. Now, there was something about waiting impatiently for a game to be released that I need to get back to...
  2. Well, I'm guessing it would take a long time to balance this ability and get the AI to use it as well, or it could basically change the entire way that battles are fought, and not necessarily in a good way. Or maybe something else entirely - like they don't want to add more buttons to the UI now, and they are waiting for a future release for the planned UI overhaul. Or, or, or!
  3. Unfortunately, the chaining of orders currently relies on there being distinct movement orders to hang each pause off, and moving an MG team will cause them to redeploy their weapon each time.
  4. Yep - which is why an area fire cover arc or ability to plot a linear area fire order a la artillery/mortars would be a really nice future enhancement.
  5. Well, if you don't want the printed manual and the fancy rotating steelbox, you just have to wait until release day and you can download it along with everyone else, problem solved Oh, and by 'you', I don't mean 'you', I mean 'you'. OK?
  6. I think you're misunderstanding. If you preorder the hardgoods, you get to download the game immediately it is available AS WELL AS receiving the disk and fancy steelbox. BF do not off a pre-order on download only, as there is no physical media involved, there is no stock to reserve.
  7. I just looked at my coffee grinds, and they spelled out the word 'soon'.
  8. 1 - have your split squads converge on the same action spot to rejoin with each other - usually only takes a few seconds. 2 - targeting and moves 'snap' to the centre of the 8mx8m action square, which can look a bit odd, but you'll soon get used to it.
  9. Nah, they've decided once and for all to knock off all the stuff on 'The List' before they release it. It should be ready in early 2018. Or 'soon'. Whichever is nearer. Move along please, nothing to see here.
  10. Even though this behaviour is the same as CMSF which I've played for the last 4 years, I still did a double take when playing the demo last night for this very reason - the targeting line was drawn from the starting point of my unit, not the waypoint plot - I only realised it was working correctly and had 'always' been like this when I noticed I had LOF to an area behind a building that was impossible from the unit's starting point. I say 'always' as I still remember seeing the screenshot of a Bradley's movement orders called 'Death Bloom'(?) posted by a beta tester way back when which came out shortly after the release of CMSF, showing a series of moves with different targeting options plotted for each waypoint which I think was going to be in an upcoming patch back in 2007 - this totally changed my mindset when it came to giving WeGo orders, and made my troops far more effective from that point on!
  11. Hey nox, I was just messing, sorry I couldn't resist! Still, I maintain this thread is full of opinions, but the only one that has an impact on multiplayer is that expressed by BFC, and it's not changed for 4 years.
  12. Yeah, and while you're at it, tell us how good the multiplayer options are too.
  13. Oh, I think BFC realise this may well be the case, but from what Steve has said, they wanted to get the engine in a good enough state to warrant the increased MP functionality at a later date. Or to put it in your terms, bad game with great MP = less people playing = less sales = no more BFC = no more games.
  14. This is getting pretty tiresome in my opinion. BFC have said they want to put various MP features into the game in the future. OK, so they're not in CMBN, but the intention is there. Complaining that these features aren't in CMBN is pretty redundant by now surely? I'm not saying everyone is complaining, and there have been plenty of interesting and informative posts/ideas, but seriously, Steve has posted his thoughts on this, his reasoning on priorities and something of the roadmap for future inclusion. You may not agree with any of this, but it won't change anything. This horse has been flogged enough now, surely?
  15. Well, I was sure it was the fact that the highlighted action squares for a unit (up to 3 different coloured squares) would show at the highest LOD resolution, while the surrounding action spots were displayed at the lower LODs. It certainly used to be obvious in CMSF when looking at roads in the distance - the blurry texture would suddenly snap to detailed, making it slightly jarring. If it's actually something else entirely then I'm sorry to have caused any confusion! I can't say I've noticed this yet in the demo.
  16. I 'think' this is caused by the action spot being rendered in higher detail when the cursor moves over it - it's shown in a higher fidelity than the surrounding 'non-selected' action spots.
  17. It's been a long time since I played any CM1, and I've not really missed the show all targets option too much in CMSF or CMA having got used to this functionality, but that doesn't mean I'd not like to see them return as an option in the future. I'm all for more options - I read an interesting idea in a post earlier today about having different coloured lines to represent directed fire by the player versus AI-controlled fire on targets your unit could see but had not been directly ordered to fire on (as one unit can engage several enemy units simultaneously in CM2). I think this is a great idea, which if toggle-able would not necessarily clutter up the screen too much, especially if the AI non-human-directly-controlled-targeting lines were fainter than those given direct targeting orders (or some similar work around). However, this information is currently available to the player by selecting the unit and seeing which enemy icons light up - this then gives you an idea of who you can see and therefore who your troops may be firing at. Coloured lines may make this a bit easier in the 'info at a glance' sense though. The main reason I'd like a toggle switch for show all targeted fire is because I'm playing scenarios over several days - I can forget who was doing what, so being able to tell at a glance that I'd set up one of my BAR teams to area fire one corner of the bocage where I suspected an enemy MG team was hiding right at the start of the session, rather than after 5 turns when I suddenly wondered where that gunfire was coming from during the replay! Lots of ammo was used up, and it turns out the MG team had long since retreated - seeing the target line without having to select that specific unit would have been handy. It's not like it made any material difference to the outcome of the game, but it would have been handy. As for seeing who is targeting my troops, personally I'm less worried about seeing this information presented, but hey, if it's toggle-able, then why not?
  18. Talking to a brick wall? I can't imagine what that's like.
  19. *Scottish accent on* 'We're doomed!' *Scottish accent off* I loved Dad's Army. I also love the 'game is fundamentally flawed because you haven't programmed it in precisely the way I require it to be programmed for me to get maximum enjoyment from' posts. I'm guessing they'll stop being so much fun pretty soon though. No the game is not perfect. However, what it does do, it mostly does extremely well. Is there room for improvement? Of course there is. Is having this game as it is now better than not having the game at all? Well, I believe so, but like all of the above, it's simply my opinion.
  20. Glass half empty kinda guy eh? Give it some time - maybe you'll find the stuff it does do well outweighs the stuff it doesn't. Or maybe you won't. Either way, you'll still have your CM1 games.
  21. Do some people want WeGo TCIP? Yes. Do some people want pausable RT Multiplayer? Yes. Has Battlefront said they want to add these features? Yes. Hmmm, seems pretty straightforward to me.
  22. There are foxholes and trenches in the 'Busting the Bocage' scenario for the Germans - I had a horrible time trying to clear them out when playing as the Yanks! I've not tried that scenario from the German side yet, but the foxholes and trenches are placeable during the setup phase. As for the missing textures in the editor, it only shipped with the textures that are used in the 3 scenarios in order to cut down on the demo size, so a bunch of things are missing that will be in the full game.
  23. For a PC, create a directory in the DATA folder called 'Z' (without the quotes), and then just extract whichever UI mod .brz files you want into this new directory. Great work on these - I'll be having these in the full game for sure!
  24. I've read elsewhere on the forum that any textures that are not in the 3 scenarios that ship with the demo have been cut out of the editor to save on the size - the missing roof could be an example of this.
  25. Good question - I know there have been tweaks to area fire several times in CMSF over the years so that a wider are is covered within the targeted 8x8 action spot. I don't know if this tweaking has allowed the area fire to 'spread' into adjacent action spots though. I'm stuttering through the Bocage scenario right now, and I have 2 squads and an LMG team firing at the whole frontage, one action spot each. Ideally, I'd love the ability to set linear area fire orders in the same way that you can with artillery/mortars.
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