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Posts posted by bodkin
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Well, thanks for your response Stuka, I will compile a list of these responses that will eventually be nailed to the local town hall door to inspire an angry mob of locals to burn you in effigy with your comments pinned to your chest.
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If I can be allowed to address the board on this subject the ones that we send overseas are the ones that have been given the purpose of infiltrating foreign societies with the purpose of clouding your judgement with their drunken siren tales. Corrupting anyone who comes in contact with them with fanciful tales of a land of endless sunshine and rivers of alcohol is not by accident.Originally posted by dalem:I think girls with Australian accents are yummy. Got any spares to send, you pooka-shell-wearing Paul Hoganites?
Domination is not always apparent to those who are about to be subjected to it.
When your postman says 'no worries' you know the time is nigh.
I leave and wait.
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User set time limits for QB's is a must.
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I'm very glad to see vehicles now having self preservation AI.
However to clarify earlier comments and to agree with what some others have said it's now difficult to use Strykers in covering fire support roles as even though they may be well behind the advancing infantry they now pop smoke and run away like big girly men at the first sign of a bit of aggro.
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@Mark Ezra,
Can you give us an answer on whether my comment about 'Big City Blues' having units set up outside buildings is a problem?
Cheers mate.
[ February 10, 2008, 01:24 AM: Message edited by: bodkin ]
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This is what I noticed in 'Big City Blues' scenario, units hanging around outside perfectly good buildings, but when I checked in the editor the setup groups were not exactly painted to the building boundaries so I thought that the designer had made it that way.
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It's good to see vehicles reacting to threats and popping smoke and retreating, but it seems in some scenarios the battlefield is constantly covered in smoke particularly from Strykers.
They seem to take anyone shooting at them as a serious threat and retreat leave huge clouds of smoke obscuring all.
Anyone else think they're a bit too sensitive.
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I just played Big City Blues by Mark Ezra I believe he made it for 1.06 but I'm not sure. Anyway many of the red troops are scattered throughout the map rather than being in the location where I saw them in the editor.Originally posted by Martyr:Steve,
Would you let us know whether this problem affects non-campaign scenarios at all?
I thought I saw something in one, but it was ambiguous, and a glance at another looked perfectly fine. I've not had time for other testing than this.
Thanks!
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With tandem warhead ATGM's I would have thought they'd be better going with Shtora or Arena.
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Time limits for QB's are locked so it would be nice to set your own time limit.Originally posted by f-bomb:arent the quick battles still "broke" i still get the same map almost everytime. still, i thought there was something else i heard, but i cant recall about the qb being broke.
On another note that T-90 dosen't look like it has any of the active protection gear on it, is that not included on the export version? It would probably provide some programming headaches to code that stuff I imagine.
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Has anyone looked at whether this can be fixed in the editor? If so hopefully some dedicated person could post a fixed campaign.
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Not really related but.
I hope in the next patch they can do something about the restricted time limits in QB maps,
25 minutes to take a small town is not the go.
2 cents expended.
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Just played 'Assault on Precinct 13' and had to call a cease fire with 20 minutes to go as my troops had completely run out of RPG's, many hits on strykers from an average range of 100m but only two kills.
Some missions are going to need some rebalancing I think as sending a squad in to take out a stryker with an RPG now seems to be a bit of a suicide mission.
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My specs are:
E6600 dual core cpu
7900GS gpu
3 mb ram
but I find the scenario 'City Ruins' really chugs along at a pathetic frame rate.
Has anyone else played this scenario on a similar rig and got decent performance. I use 'improved' for both the texture and model qualities and high priority process 'off'.
This scenario has alot of buildings on the map so I'm wondering what settings might improve the frame rate, I'm still using 162.18 drivers.
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Anyone taking bets on how long after the release someone will post "I've found a game breaking bug"?
I'm thinking within the first 12 hours. Hopefully I'm wrong of course.
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:confused:
[ February 03, 2008, 04:26 AM: Message edited by: bodkin ]
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Since ~1.03 SF has been multi-core. </font>Originally posted by Other Means:</font><blockquote>quote:</font><hr />Originally posted by Pzman:
I noted a few people talking about not noticing improvements in CM games with Dual Core, so I thought I'd address this. CMx1 and CMx2 games are only use a single core, so no you wont see a huge improvement, unless you change the affinity of your apps. By setting your game to uses its own core, while background apps use the other, you will see an improvement.
When task manager says 25% in regrades to a dual core system, that means, its using 25% of the total output of both cores. Still not great, since its only using 50% of one core, which seems odd to me, because when I play any CM games on my 2.16Ghz Core 2 Duo system, one Core always maxs out. You wont see full CPU load if you exit the game to the task manager though, because it will set CM as a background task.
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It would be great if it were possible to have various WEGO turn time options. At the start of a game the player chooses RT, or turn based 60 seconds, turn based 30 seconds etc.
As some have said they prefer RT because 60 seconds is too long to leave your troops alone on the modern battlefield, however if you had a WEGO play option of 30 sec intervals this would negate this problem to some degreee.
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gibsonm,
If you're referring to my post I'm not complaining. As I said I know little about russian ammo and thought maybe the in game T-90 might have less firepower than what some may believe because it dosen't have the best ammo available.
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I don't know much about modern russian armour but I believe that the russians don't always supply the best of their latest AT projectile technology with their export tanks. Does this mean the T-90sa will come with an inferior Long Rod Penetrators etc, to what the russians would use?
[ January 27, 2008, 01:17 AM: Message edited by: bodkin ]
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I suspect this is what will happen and I recall Steve saying that this is one of the reasons BFC doesn't want people adding their own models into the game, they don't want the community to become fractured and confused where certain mods are required to play some scenarios. But if this is not a problem then great.Originally posted by Kimerik Kukka:Hello
That discovery sounds great, but what if the end user doesn't have the mod? The game tries to find file.8 but it doesn't exist, will the game crash?
Kimerik Kukka
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I played around with this problem when making that mod, unfortunately the artillery and air strike projectiles share some of the same animation bmps as all other gunfire, but I put it up at cmmods anyway and glad to see some people using it.Originally posted by the Fighting Seabee:Jeez guys, download the tracer mod at cmmods. This mod makes them look really good. Also adds color to explosions. Only downside is it changes color of all projectiles, which may look slightly different in reality.
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Maybe I'm imagining things but since 1.05 a unit calling in an area attack by an aircraft is stuck with the 'painted' attack area for the rest of the mission. The aircraft can be landed and empty and yet the big blue disk is still painted on the map, this gets a confusing if the same unit is calling in multiple attacks.
Sorry if this has been mentioned before.
P.S. the ELOS sounds great, however like most people here I've probably found an acceptable balance between framerate and visual quality, I just hope that dosen't change too much.
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And a bumper sticker saying:Originally posted by JohnO:I want to see some big tires and have the pickup jacked up
'Syria - love it or leave'
New Scenario - Morgan's Stand
in Combat Mission Shock Force 1
Posted
**spoiler ahead**
Thanks for the scenario Frenchy. Just one point in terms of balance is that the Syrians are given nothing that can hurt the Abrams. When the reinforcements come and there are four Abrams on the battlefield the game becomes a one sided slaughter. Please give the Syrians some more modern ATGMs at least Saxhorn.
Thanks.