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PlatCmdr_too

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About PlatCmdr_too

  • Rank
    Junior Member
  • Birthday 06/25/1969

Converted

  • Location
    San Francisco
  • Occupation
    Medical
  1. I've exhausted play on most of what I deem are the more interesting maps that came with the disk and was wondering why there was no random map generator included in this version as was the case with the CMx1 series of games? Also, given this lack of unlimited random play maps, are there any online sites that anyone knows of where one can download some new, player created maps? Scenario Depot was my old go to but seems stuck on presenting maps for CMx1 games only.
  2. Okay, given that this problem seems to be linked to Windows 8 and not my graphics driver, would an install of Windows 7 along with an install of Windows 7 compatible driver software for my current graphics card perhaps be a solution? I'm not too happy with the layout of Windows 8 anyhow.
  3. Ok, that is good to hear. And should this issue linger and remain unresolved, will there be a refund offered?
  4. Glad to hear this is an issue that is at least being addressed (?), although I just order CMFI and I assume then that I will be dealing with the same issue, or does it not affect that game?
  5. Just purchased a HP Envy dv7 using the AMD Radeon™ HD 7640G graphics card and am able to start the game but have issues with soldiers missing bodies, where guns "float" on the screen and am unable to "End" the game from the title screen and exit back to the desktop as the screen remains frozen. Help!
  6. The scenario is "FR-Hold until Relieved" and involves the wooden bunker on the U.S. side. I'll email my email address and you can respond in turn with yours to which I'll then attach and send to you the game file in question.
  7. Yes indeed, that's the one, and what appears is also the same scenario. I wasn't aware it had been noted already, but do hope its fixed soon, along with my other issue concerning the teleporting troops after exiting a bunker...
  8. I'm not a whiner or ranter but am pretty frustrated over a couple "glitch" issues in a current PBEM scenario based game I'm playing right now and would like to report these so we can have something constructively done to hopefully fix this in a future patch. I have no way of posting the content of these game files here, but would be happy to email them to the men in charge or even a Tester here if that works. Also, I should add that these occurred in a game that's loaded with the latest 1.01 patch. #1: During the initial setup phase, after exiting a squad that I had placed into a wooden
  9. Thanks, your comment drew my attention to a missed detail, that the setup zones are static, which is now apparent when loading it into the editor. I assumed like most games, that this game would adjust to change the setup zones based on who was attacker vs. defender, rather than by what side was chosen. Problem solved, thanks.
  10. With increasing frustration, I have twice now had an attack PBEM QB game (ver. 1.01) result with the attacker and defender zones being reversed at start-up, that is to say, the handpicked forces of my defending forces wind up setting up on the opposite side of the map from the area which is to be defended, clearly making this appear to be the setup zone of the attacker. I wish I had the ability to screenshot this, but don't, yet my description of this hopefully is clear enough. I can email this PBEM file to any beta testers or the like that would like to see this for themselves.
  11. Fantastic, that clears that up. I was indeed viewing the foliage in terms of representative modeling not as being individual distinct features. I have to re-tweak my CMx1 way of thinking. Thanks!
  12. Great, well so much for the certainty of hiding in "cover," which again, is my vexation.
  13. I can appreciate the inclusion of micro-terrain elements such as terrain variation, various hard object obstacles, gopher holes , etc, etc. that provide defilade affecting LOS/LOF and which would be impossible to represent on map in the form of pixilated features. I accept as you say, these features exist on any piece of terrain thus enhancing one's cover. My vexation however is in knowing whether or not my troopers are in the woods per se where there would be greater cover offered than out in the open, regardless of these unmmodeled features being present.
  14. I can appreciate the inclusion of micro-terrain elements such as terrain variation, various hard object obstacles, gopher holes , etc, etc. that provide defilade affecting LOS/LOF and which would be impossible to represent on map in the form of pixilated features. I accept as you say, these features exist on any piece of terrain thus enhancing one's cover. My vexation however is in knowing whether or not my troopers are in the woods per se where there would be greater cover offered than out in the open, regardless of these unmmodeled features being present.
  15. Speaking of UI fixes, I hope the new patch also addresses the need for displaying additional unit position info as was standard with the CMx1 games, such as identifying if a unit is located in cover, such as "woods", "scattered trees" etc as the tree trunk modeling at present lacks ground texture and color to further define these areas, thus making it unclear whether your units are indeed in cover or not.
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