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Paper Tiger

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Everything posted by Paper Tiger

  1. handihoc: congratulations on your win. I have to confess that I'm a bit disappointed that it turned out to be an easy finish as that last battle was intended to be the showpiece. However, every time I playtested it, I took a LOT less tanks to the final mission than you. In one case, just five total, 4 T-62s and a single T-55. It was TOUGH and challenging but a lot of fun. (and yes, I lost) Anyway, the old version is gone for good and I'm not sure how it will all turn out in the full campaign when it's finished. Your core forces will see some action before 'Perdition' starts so they should already have been pruned down a bit. And there won't be anything like the current load of artillery available either. Until the Marines module arrives, I'm not doing any real playtesting as I figure the new patch will change things substantially and all that work would just have to be done again. So instead, I'm just concentrating 100% on drawing up the maps that are needed. So far, I've done six new ones and need three more.
  2. Any time you make a change to the core units file you must resynch all the missions where those changes apply. It doesn't happen automatically. I made the same assumption when I made my first campaign. Please let me know if you were able to get the humvee into the compiled campaign missions. I had a very similar problem with the FOS' jeep in the Perdition mini campaign. It's in the individual missions but after compiling, it's gone.
  3. That means that the error is in the 'Player Force' setting. A syntax error means a spelling error or there's an extra space before the reply but I can't see one. Delete the space first and try again. Otherwise you might want to try spelling it 'Blue' and see if that helps. >Ouch<
  4. Not sure I understand that. That's your error code? Is that IDENTICAL to your scenario title? BTW, no entry for [Next battle if lose] results in the termination of the campaign.
  5. What was the error code you got when you tried to compile? It usually tells you that there's an error on line x. Tell us what the line is and we might be able to help you.
  6. There will be a change to the levels in V1.10 I didn't miss that Elmar. No doubt you're not at liberty to elaborate?
  7. Hey Slowmo I recognise that map (Rural no1). Please tell me your building a scenario on it, as I'd love to see what can be done with it. Jeez Pete, you're SO generous with your work. I LOVE creating new maps too but the REAL pleasure begins when I start playtesting it. I took that screenshot quickly just a few minutes ago to show it off for you. I remember the first time I loaded this beauty up as a quick battle map and I got seconds per frame :eek: . But that was back in the v1.2 or v1.3 days. Since then, there have been a considerable improvement in performance. You're no mean scenario designer yourself so why don't you give it a go as well? BTW, I eagerly await your marsh tile mod.
  8. Not sure whatever happen to him nothing pretty, that's for sure. Had anyone else had been cast as the scientist other than Goldblum, I'd have HATED that movie. Horrific ending!
  9. I'd check into a hospital with that mate.
  10. LOL.. snail mail shopping. More stress than it's worth until the blessed package arrives. Yes, I want both too but I live in Indonesia and I'm pretty sure the discs would get nicked by the lovely people who work in the postal service. Of course, Ramadan starts tomorrow so they're all a bit more honest for a month. Could be worth the risk.
  11. Nothing special. Just my guess that it won't be released before Friday 5th although I'd LOVE to be wrong. While I'd like to think it would be released on a Friday, I suspect that it's just as likely to become available in the early hours of a Tuesday morning (for me at any rate).
  12. For the answer to your first question, follow this link. http://www.battlefront.com/community/showthread.php?t=82980 But you're going to download it aren't you? No shipping or handling for that
  13. Open up one of your campaign missions in the editor, any one will do, and in the units section, click on import campaign unitsand it will ask you which file. That's the file where your core units are located. You'll see all the Blue core units units there. Once you've done that, report back here and tell us what happened.
  14. It HAS to be v1.10 feature. This new version is looking better and better with each new leaked feature. And it was already awesome. the next couple of weeks are going to d - r - a - g!
  15. I'm not eactly a new member but I managed to miss this when it was first posted. Wow, very nice indeed. I just had a look at CMMODS and I can't see this marsh tile mod anywhere. Any chance that it will be made available sometime soon?
  16. Start getting excited next weekend. Any time after Thursday 4th Sept sounds good to me.
  17. Door to door combat - when doing this, infantry will throw graneds into the room, than breach the door. in CMSF they just run in. You'll see more appropriate behaviour here if you give the unit a waypoint just outside the house, pause with a target light command into the house at that waypoint for 15 seconds and then assault. Otherwise you're just ordering your units to run into the house without prepping it first. Bridging - a special vehicle used to cross water canals and AT canals. Evacuation - the case of wounded soldiers is a sagnificent issue in a combat. sometimes a combat lasts hours just because of the evac itself. i really think wounded soldiers must be evac by a vehicle or a strecher and not just disapear. plus, wounded soldiers that arn't getting a medical help should die, and this must affect the score. Bridging is WAY beyond the scope of the game. I can't imagine they'd bring these things onto an active battlefield in real life either but hey, what do I know. You're the one with the military experience. As for medical evacuations it's best to rmember that it's a tactical wargame so it abstracts medical evacuations as much as possible. Instead of wasting valuable CPU cycles plotting and calculating all the stuff that would be required to do this realistically, I think it's better just to leave that up to your imagination. I think the way it's been implemented in the game is one of the finest pieces of chrome in the game. Agree very strongly with you about the effects of RPG hits in buildings being underplayed. It would be nice to see this increased in the game. On your other two points, I really don't have an opinion but that's not to say they're not important. Anyway, enjoy the game. It's about to get a huge reworking next month with the 1.1 patch. I believe there will be a fix for Apaches in there somewhere. Happy hunting
  18. I love the way your leaking little nuggets of pure gold here and there. I almost missed this one. VERY good news. Looking forward to a, hopefully, early September release.
  19. I am prety sure that you'd enjoy almost anything done by a scenario designer called George Mc. He's made quite a few challenging missions. Names off the top of my head... Al Amarah (comes with the game) Hammertime Rescue Cry Havoc Armour Attacks (BIG) Just another day You can find these at www.CMMODS.com you'll have to register to download anything but free and it's worth it.
  20. Ach... and there was me thinking that you Beta testers had some clout... never mind I'd be happy with the blue icons moving from blue to yellow as their morale deteriorates. (For red, from red to yellow) No need for anything else there as I'm sure after a few hours I'll be sensitive to the different shades. They already illuminate when they can see an enemy unit they've spotted so getting them to flash should be a no-brainer. I definitely don't want the other side's icons to change though as I feel I already have way too much information about them.
  21. This has come up before and I don't think you'll see any changes anytime soon. A bit of a shame as I would be happy with an extra 30 minutes maximum. However, I have to say that I don't think there's anything wrong with a bit of time pressure in a mission, especially in a dynamic campaign. The first mission in my new campaign challenges the player to clear the road through a small town of enemy forces and there will only be 45 minutes (WHAT?!) with some extra time given to do this. This is because there are consequences to failure here. The entire mission's timetable will be delayed and as a result, enemy resistance in subsequent missions will be better prepared. (Think Operation Market Garden here) Playtesting often reveals the best time limit for a mission too. I was playtesting a new mission yesterday where your forces have to attack on both sides of the board simultaneously which is very challenging in Real Time. While I was focussed on one front, I let the other front rest up, buddy aid for ammo and then got them moving again. I was just able to complete the entire mission in 1 hour 45 minutes with this halting approach so that's MORE than enough time for the rest of you, especially you WEGo players who can co-ordinate everything more efficiently.
  22. Hi Other Means I was at work when I was writing that and was under time pressure. I wanted to conclude with this point rather than the sound cue point.. Since the main problem with the new engine is that the units themselves are too small to appear in any meaningful way when viewed from above, the grand tactical view if you like, we need to find some way to get this info across in approximately the same way that your original picture does. Is there something in the game already that is equally visible from any viewing height? Yes, the unit's icon. Now we don't have to super-size anything to add more info to the game. We just need to somehow adapt the unit icon to visually transmit the info. Once again, flashing when firing or under fire is a brilliant idea. And different shades for different morale states wouldn't be an unreasonable request either. Since the movement lines pretty much tell the whole story, there's no need for movement info to be portrayed in the icon. There's probably not much that can reasonably be done to include casualties in that info as you have to select the unit to get accurate information there. So, try pushing BFC for more informative unit icons. They're already 'jarring' so having them flash or change colour wouldn't be any more jarring. And if you don't like them, you can turn them off. Combined with your CMAK picture, you should now have quite a good argument in your favour.
  23. I suspect that 'larger scope' means not confined to just one geographical location, such as Syria in CMSF. So it could mean able to operate in settings as varied as Europe to Central Asia, or possible even North America too.
  24. Oh no, sorry Bodkin. I wasn't replying to your post but to Kyle's. I should have used his name.
  25. Ah, now that's much better. I can better understand what you're talking about now. I 100% understand what you mean about getting all the info you need just from that one view of the battlefield. You get all that because you're using the huge standard unit types. If you played the earlier CMx1 games with the real sized figures (I tried it once and hated it) you wouldn't get any of that info at all. So it would appear that you want BFC to include an option to super-size the soldiers (Big Mac anyone?) and maybe abstract the squads back to 2-3 men figures ONLY when their super-sized? And possibly the vehicle units too? When I look at the first CMx2 photo, I see you don't have the movement commands on. Those make a HUGE difference as they communicate a LOT of information. I occasionally notice a yellow or red movement line turn purple from far off which means that a unit has changed status. Of course, I often play on more open maps and not in dense urban terrain where this feedback would be almost useless. Once again, the super-size me option would probably be what you're looking for here. It appears to me what we're talking about here is completely changing the way the game is displayed on your screen. Possibly by going back to the old CMx1 type representation or at least having the option to have the game displayed this way much like the way CMx1 gave us the option to use realistic sized soldiers? With regard to not wanting to use sound clues, (VERY Martian ) if you don't take advantage of them, then it's your loss. They're a very important part of the feedback.
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