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Childress

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Everything posted by Childress

  1. This is what goes on in the major supermarket chains, as well. (I know- I'm in the business) It's called slotting. So we pass the cost on to the consumers. If only they knew....
  2. Yes, it would. I see Real-time blossoming in a multi-multiplayer environment. Unfortunately, this requires extra programming at the expense of other desiderata. Not to mention, perhaps, awaiting the next year's CPUs and video cards. Games like COD have functioning MMP, but there's a lot less processing going on.
  3. That's right. Much more of a factor in this version of the engine than previous ones because of the urban settings and the often elevated fire platforms. As a realism issue to be resolved, I'd put it up there with Borg spotting.
  4. Red on Fast is (very) marginally faster than Red on Quick. But the pay-off in accrued fatigue still makes Fast an irrational choice for either side. The vehicle movement commands work fine. But they really need to be able to Hunt on slow to be useful. (These geeky discussions are fun! ) Also, we demand that Charles make an appearance on the forum. In person. We'll be gentle.
  5. Is Charles sure that Fast needs fixing, not Quick? The speeds are identical and with Quick your guys can traverse a large map w/o fatigue which kicks in early on Fast.
  6. Nope, quick and dirty test reveals this is not the case, FMB.
  7. Nice overview, thanks. Not sure what you're going here. In CMSF, or CM1 for that matter, it's sunecessary to 'lift and shift' since friendly squads are impervious to non-HE fire from your covering units. Unlike CM1, units don't appear capable of doing a Hide and Ambush in WEGO. Could be mistaken on this, though. haven't set up many ambushes. Also, the Fast move currently seems superfluous. [ May 13, 2008, 10:58 AM: Message edited by: Childress ]
  8. Please relent, BFC. We miss Dorosh. The forum needs more exotic fauna not less.
  9. You're making zero sense. The individual mentioned above wasn't detained at Abu Ghraib, where, at any rate, procedures were considerably milder than in Saddam's torture rooms. These, er, people have been committing mayhem all over the world from India to the Philippines. Mostly against their own co-religionists. Excuses? The 9/11 perpetrators were mostly cosseted young men from upper-middle class Saudi families.
  10. Interesting logical progression. Like the Khmer Rouge were so shaken up by Nixon's bombing campaign they went and murdered a third of the population of Cambodia?
  11. Nope. I don't remember this being a major issue in CM1. Question is; with the omnipresent vehicles like the Stryker, with its elevated weapons platform, has this now become an exploit?
  12. Yes, we knew that. We were discussing smaller caliber fire.
  13. Interesting, I suspected that was the reason but wasn't sure. It's more noticeable and distracting in CMSF because of the urban intensive combat. At any rate, advantage attacker. [ April 27, 2008, 12:01 PM: Message edited by: Childress ]
  14. I'm not talking about the inadvertent friendly fire that's been reported to occur in low light situations but the purposeful kind. I don't remember how it worked in CM1, but in CMSF it's impossible to damage one's own troops with direct fire. For example: I send a squad into an enemy held small house with, say, an MG team + Bradleys in support. They will shoot though the troops during the advance. Then these units continue pouring heavy fire into the bldg, occupied concurrently by both sides, shredding the bad guys and leaving your boys unharmed. This is by design? [ April 28, 2008, 11:21 AM: Message edited by: Childress ]
  15. We need the undergrowth for birds-eye planning even though, unlike CM1, a tree is a tree in CMSF. You either get the existing foliage which is opaque or spindly trunks. Some scenario makers have taken a stab at this and it's helpful.
  16. ...if and when it get underway on the scale of CM1, whether PBEM, RT or multi-multiplayer RT. Will it be fun? I did a lot of PBEM with CMBB/AK up to a couple of years ago. Bugs and perceived omissions prevented me from actually finishing a scenario in CMSF against the AI until 1.07. Until then I fired up the game every other update to check on progress and to dig the cool modelling and animations. But now, I see the light from the depths of the cave: BFC is going to pull this off. Work remains, but CM2 is going to be great. The effect violence and precision of modern weaponry will be, I think, to render MP games nasty, brutish and short. Mis-position your Stryker by a meter and, poof, it's gone up in smoke. CMSF requires precision. Scenarios won't unfold at a leisurely pace, requiring a different mindset. Will multiplayers find this satisfying?
  17. A lot of scenarios are missing this. How about 1 new tile, just for forest/woods undergrowth? Some non-reactive (in game terms) terrain with, say branches, leaves, saplings, etc. Existing tiles can be less than satisfactory for this function. Just a thought...
  18. Amazing that they haven't addressed this minor annoyance after 8 updates. Unless, the BFC guys have what is known in trade circles as 'jeweler's vision' and they don't understand what the fuss is about.
  19. The font is fine as long as you can read the names of the states above the columns on the reverse of a 5 dollar bill. Few people over forty can do this w/o glasses. (Hint: first one on the left is 'Delaware')
  20. Don't agree, Mike. WEGO can't be more realistic than RT because of the built-in asymmetry in planning time between the two modes. RT calls for on the fly decision making. With WEGO the player has, in theory, unlimited reflection opportunities per turn. This is realistic?
  21. Great minds think alike. BFC and/or Scenario designers might consider adding indicative underlying terrain to forested areas. Just like CM1. Yes, I realize that flora are not abstracted in CMSF, still.... Better yet would be diaphanous trees a la MS's Age of Empires. But that's asking a lot of a small team.
  22. No grunts, they split earlier with the heavy weapons. No smoke from the M128s, either.
  23. The T72Ms emerged from a woods on a hill, taking the group by surprise. They weren't engaged. The M126 bugged out immediately. The Syrian tanks were IDed as T72, don't recall if they knew it was the 72M+. You gather that the M128s would only be useful against this vehicle in a keyhole position. I realize the programming in a situation like this is damn tricky.
  24. They took fire, shaking off a few non-fatal hits before succumbing. Elapsed time: ~40 seconds, WEGO.
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