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Dietrich

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Posts posted by Dietrich

  1. But is it still the case (as in CMSF, that is) that AI pixeltruppen will never not move quickly (i.e. run/jog) from one zone to the next, even if they're not in contact and they have plenty of time to get to the next zone? In other words, is it still impossible to have AI pixeltruppen move cautiously (i.e. Move/Hunt/Slow rather than Quick/Fast/Assault), as actual patrolling infantry would?

  2. The 1st squad moving out of cover draws a burst of fire from a sharp-eyed MG42 Gunner somewhere around Hamburg. The burst misses its intended target but one round passes through 2 very narrow breaks in the bocage, over a fence and takes out my HG gunner who has just lit his Lucky Strike. It drops him like a sack of spuds.

    Coincidentally, last night while playing theFightingSeabee's new and excellent Pointe du Hoc scenario a down-to-just-three-men Ranger rifle squad of mine was hurrying through a gap in the barbed wire when one of the GIs went down (KIA). I frowned in puzzlement, wondering what got him — and then I heard the ripping-fabric sound of an MG42 from about 450 meters' distance.

  3. The battalion HQ 251/1 wasn't a radio vehicle, it was used to carry cases of champaign, looted art and mistresses. :)

    Now that makes me want to mod the interior to show the "Fallen Madonna with the big boobies" :)

    IIRC someone made a mod for CM:SF that added a centerfold to the interior rear wall of the Abrams's turret.

    Considering what got painted on the exterior of USAAF bombers, I wouldn't be surprised to see a pinup stuck (with chewing gum, I would imagine) to the interior of a Sherman's turret.

  4. Hey Normal Dude,

    Just saw your briefing graphics at the repository and quickly downloaded them. They seem to be .psd files (adobe photoshope file i believe) and not .bmp files. Is there anyway to convert them?

    As per Normal Dude's "Official briefing graphics on the Repository" thread:

    You *MUST* have a program that can open Photoshop (.psd) files. You won't have to mess with filters if you don't want to, but you will have to edit layers, layer styles, layer masks, and use a paintbrush.
  5. Interestingly, I just saw a documentary about history of german "Autobahn" (highway) few days ago and constructions like the one above, were already build in the late 30ies, so it´s anything but unrealistic.

    Indeed — I once saw a B&W photo of a multi-lane highway meandering through a rural landscape with a VW Beetle in the foreground, and I thought "Somewhere in the Midwest in the early 1960s?" Nope, 'twas actually somewhere in Germany in the late 1930s.

  6. Thanks very much for putting this together, Mord ol' pal! =)

    Now, maybe I can actually play a battle!

    I hear ya, man. Since the full game has come out, I've done as much fiddling with mods and brz's — in particular swapping voice files (hint-hint) — as I have actually playing the game! =P

  7. I actually lost a tiger at 1200m to one single shot from a 75mm Sherman.

    Armour spalling and then destroyed.

    <good-natured sarcasm> I call that the Bradley (IFV) syndrome: a fully armored vehicle takes a hit which only does slight damage to anything listed on the damage tab (i.e., it's not immobilized, hasn't had its main weapon knocked out, etc.) and which doesn't even wound any of the crew, but somehow the vehicle is thus "destroyed". </good-natured sarcasm>

    Seriously, though... could it be that perhaps the Tiger wasn't "destroyed" but the crew just panicked and bailed out?

  8. gibsonm,

    Coming after your penultimate post, I can see why my observations came across the way they did. Actually, though, I wasn't referring to Steel Beasts Pro; my comments were regarding what you commented about what LLF said. That said, I ought to have quoted LLF's post so as to be clear. Sorry 'bout that.

  9. My two cents:

    I surmise that with pretty much any FPS — no matter how much its makers strive after (or at least claim to strive after) realism/verisimilitude — "style" will always trump "substance", at least to a certain extent.

    Contrast that with CMx2. Someone who's used to playing the latest and prettiest FPSs will look at CM:SF or CM:BN and think "When was this game made, 1996?" Yet CMx2 is built (not that I work at BFC or am a programmer) for substance over style. Which isn't to say that CMx2 isn't nicely detailed: just yesterday I zoomed in on the Panzerfaust slung over a Landser's shoulder and saw that I could actually read the warning/instruction sticker on the shaped-charge head!

  10. akd,

    Could you explain why a squad can be out of C2 to both its parent platoon and company HQs but still (according to the UI, anyway) be in C2 to battalion? I overlooked this in CMSF, since I figured a unit with a radio could theoretically have contact with other units with working radios, which could include the battalion HQ (even if in any given scenario it's actually off-map). Or is just a UI oversight, and a unit with no comms ought to have an "x" for each level in the chain of command?

  11. "Last one there gets no beer tonight!"

    "Let zem taste Krupp shteel [sic]!"

    "You're paid to kill, not dig trenches with your face!"

    "Don't vorry... veel get you patched up, Jürgen!"

    Seriously, though... there's a certain popular WW2 game from which I'd love to mod voice files into CMBN. :D

    I also have some German voice files I got from some reenactor website way back when I still played CMx1, voice files with appropriately loud (actually shouted, suitable to combat environments) voice acting. I would've modded them into CMSF:NATO, but they seemed more suited to the sort of full-on, lead-flying-everywhere, assaults-led-by-bellowing-NCOs combat of WW2.

  12. When first playing as the Germans in the "Closing the Pocket" scenario, I found that my on-map mortars were out of C2 in their original position, because the section HQ has no radio and the platoon HQ is on the far side of the German starting area near the company HQ. Wanting my mortars to be out of enemy LOS yet still be clear to fire, I set them up behind the copse in which the company HQ was camped out, then I positioned the section HQ about halfway between the mortars and the company HQ, and thus the mortars were in C2. When I used the company HQ to spot for the mortars, I interpreted this as the company HQ verbally passing targeting info to the section HQ, who in turn passed it on to the mortars (which, due to their position, didn't have LOS to the company HQ).

  13. I can't claim to have noticed any accent oddities in the German voice files, but the work of the one German voice actor (the one who voiced for on-map units as well as calls for fire) was blighted by "quiet shouting" (like when in normal conversation you harshen your voice to indicate that something was shouted rather than spoken in a normal tone).

    For CMSF:NATO I replaced the "quiet shouted" German voice files with ones from CMBB/CMAK. For CMBN I'll no doubt work up a sort of Landserstimme mod; and if so, I'll certainly upload it.

    And I sure hope good ol' Mord does for CMBN what's already done for CMSF in terms of very-immersion-enhancing voice modding. :D

  14. I actually sorta liked the original CMSF music. *ducks away from hurled tomatoes* But since Lon Kaiser posted his alternate tracks, I've been using those—and enjoying every bar. :D If he composes alternate tracks for CMBN, I'll be more than glad to check them out as well.

    Granted, since switching to Windows 7, for some reason the music cuts out a few seconds into the loading screen anyway... :rolleyes:

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