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slug88

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Everything posted by slug88

  1. If i'm seeing correctly, it looks like those men just disembarked onto a minefield...not a pleasant way to begin the assault!
  2. I don't know about that, but I can confirm that I have lost men by dropping arty smoke on them. Of course, that could just be due to the fact that said smoke was delivered by 155mm naval artillery, which would hurt a lot if it lands on you, incendiary or not.
  3. Don't forget 'Fox Three' for active-radar homing missiles
  4. FMB, this is something that I have also noticed, and boy is it a welcome change! Finally a reason not to use airburst!
  5. There is a mod on www.CMMODS.com that will disable all music in the game.
  6. Northman, I can confirm experiencing both of the two issues you just mentioned on that mission.
  7. It also explains why you didn't see an "Iron Man" difficulty level...because "Iron Man" is an entry in the new strings.txt
  8. Yep, my airpower mod does include strings.txt, so I'm guessing that's exactly what the problem was...
  9. Rokosovvski, if you haven't already, check out my post in this thread: http://www.battlefront.com/community/showthread.php?p=1092803#post1092803 It may help you solve the problem.
  10. Paper Tiger, Rokossovski, are you guys using any mods? I experienced very similar symptoms to these when a new patch was released several months ago, and the culprit was a mod that modified the file "strings.txt". It seems that file was updated in the patch, but the mod essentially overwrote it with an older version. And so, whenever I clicked on a unit, the game crashed immediately. Hope this helps.
  11. Handihoc, have you recently updated your video card drivers? I had this exact issue pop up when I upgraded to the latest Nvidia beta drivers; it went from running fine to crashing instantly with an "Out of Memory" error. I rectified this by going back to the WHQL drivers...
  12. The long bursts under duress thing is already in...I've seen a panicked conscript squad unload all their ammo at full auto on the first target they see, many times. I've seen this behavior in vehicles too. One of the more memorable moments in this game for me was controlling a BMP-2 in urban combat; the BMP rounded a corner and found itself face to face with an enemy Bradley. It seems that the crew must have been as surprised as I was, because they proceeded to dispense with the usual business of two-to-three round bursts and just continued firing at full auto until the cannon ran out of ammo (at which point they fired off the At-4 and the Bradley exploded).
  13. Perhaps this imbalance could be resolved in another way, by limiting the human player's ability to immediately lay down suppressive fire. How about a command delay, a la CMx1 games, for area fire orders? On the other hand, 'question marks' should be targetable in the same way as visible enemies and without a delay. Therefore, human 'cheating' would largely be eliminated, while the importance of C2 would be greatly emphasized.
  14. Well, I think we need an expert opinion to conclusively answer that one. If the time delay between lasing and "on the way" is on the order of a second or two, then I think that it would provide enough to time rotate the turret and/or deploy some smoke given a favorable situation. Also, remember that at long range, there is a noticeable flight time for the round as well.
  15. Well, as Ken said, missiles are only half the threat, MBTs also lase their target to determine range.
  16. If you guys have any questions about this project, I might be able to answer. I'm working on the design of one of its detectors .
  17. You can pause at any time by pressing escape.
  18. How long did you let the ATGM team sit there before you determined they weren't going to spot the tank? Sometimes it'll take a full minute or two, but I've always managed to get teams seeing what they should be seeing.
  19. There isn't a z folder by default, no matter which version of the game you have. You're supposed to create a folder and name it something that starts with the letter Z.
  20. On the bottom right, next to the big red button, is the time remaining in the scenario. Edit: beaten by seconds!
  21. There seems to be an implied 'exit objective', a small green strip on the far end of the map beyond the suburbs. On my first playthrough of mission one, I noticed that about 80% of the enemy were located in one building near the center of the suburbs. This obviously made the mission very easy .
  22. Even then, so long as your mod is located in a z-folder, it should still show up over anything new in Marines.
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