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De Savage

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Everything posted by De Savage

  1. +1 for cut & paste. This would really help to make continous large map (campaign).
  2. Boody trap - german style. There was A LOT of boody traps in Normandy. Nice to know some scenario makers use them too.
  3. I do hope foxholes and trenches give more cover against artillery. IRL foxhole give very good protection and only direct hit could cause casualties. This depends of couse from caliber and blast radius too.
  4. I discovered this too. Have you streched map to BOTH directions? It seems normal map is centered and it can be made larger to certain limit. So to maximize map size you need to enlarge it to all directions. Hope this help.
  5. There is no ready intersection. You can try different terrains under rail - it look quite good from the distance. Example gravel road and gravel terrain. Also railtrack curves are hard to make. So orient your map to make straight railtrack to have natural look.
  6. If we could get round tower and gate it would be cool. Modular building is better looking as castle. You can remove windows. If we get few more skins and maybe "castle wall roof" castkes would we there. What we need: 1. Tower (round) 2. New roof (to represent wall) 3. Gate building 4. Mid size church tower (!!!) - this is more important than castles. There was a church with high tower nearly in every village. Current cathedral tower is too large for most churchs.
  7. I have some experience on single player, but not PBEM experience for CMBN. My last multiplayer experience goes to Combat Mission CM1 time. I would like to give it a try. So if someone is interested send me PM.
  8. Michael Dorosh's review. I actually agree on many of his opinions, but overall I'd give much higher score. Indeed we need more of everything. Gliders would be cool or even some parachutes. But giving BF's limited resources this is understanding. Maybe after year or two and few expansions we're closer to perfect this game.
  9. Nidan and Jason, excellent ideas about scenario design and forces. Too often scenario makers use full forces. Even new battalion just arriving usually have some men missing (sick etc.). So 90% for "full forces". In Normandy many German divisions were 30-50% of their maximum strength. Also US airborne troops suffered horrified casualties and many companies were down to 50% or even more.
  10. Snipers are only sharpshooters (regular joe with scoped rifle) - no real camouflaged snipers. They are spotted quite easily after firing few shots. At least this seems to be the case.
  11. As some one earlier posted I too would like "rough display of how good targetting is". It could be only hovering text "green, yellow or red" and text: "Good, Ok, Bad". Also if possible if would be nice to show "estimate of penetration". Example if you're firing 37mm AT gun from 500 meters against Sherman it could say "poor penetration". That way new players could get rough visual aid at what distances and from WHAT ANGLE to fire. Penetration and target displey could depend how experienced troops are. So green troops might think "their hit is not going to penetrate" more often.
  12. I have used this site earlier for maps. Didnt know you can get aerial photos too. Amazing! Thanks!
  13. Back to "pre-planned arty". Scenario makers can make artillery coming as reinforcements, example 5 minutes after start. That way you cannot use pre-artillery. No more "gamey" pre-artillery.
  14. Oh... Touche! That will hurt. "A patch is never late, nor its early, patch arrives precisely when its means to"
  15. And there is Battlefront's own REPOSITORY: http://www.battlefront.com/repository I believe there is only one German campaign available in game (Panzer March). I asked same question before and there are two campaigns under work.
  16. I use FAST command to cross open as fast as possible. But you really need smoke or good suppressing fire to keep enemy heads down. Splitting squads is also good and remember to send small SCOUT FORCE before main forces.
  17. "Target light" will limit direct mortar fire, but not stop it entirely. Have you tried to give small target arc? That should do it... This unit will not fire unless under stress. I keep my mortar units in back and only move them LOS to enemy when needed. Actually I use indirect fire (with spotter) much more often.
  18. Hmm... Did my Steel Box Edition just doubled in price? Still, I'm not selling it. Box is c00l and game is great.
  19. Ah! Nice! I can now make "Rommel-Spargel" for fields. Rommelspargel Rommel's asparagus; slanted and barb-wired poles placed in key places behind the Atlantic Wall with the intention of preventing paratroop and glider landings.
  20. In scenario's description there is last line "v 1.1". I can add version number to name for next scenarios, to make it clearer... But I really hopefully it's not necessary to make many versions.
  21. +1 for triggers! It's almost impossible now to make AI defend actively. Now scenario makers have to make "best guess" when player reach some point and when AI is making his move. Every player have their own pace. Now it's always compromise for AI and usually it's best to make static AI defender. With trigger. Example when "unit sees enemy" -> tigger plan 2 etc. or maybe area tigger - when unit enters this area - trigger AI plan 3.
  22. Check this site. Have few photos of cider/calvados making and also video clip. 1925 footage, so its suitable for 1944 too (I think). http://vimoutiers.net/AppleCiderCalvados.htm
  23. Nice to hear there are German campaigns in pipeline. Don't hesitate to contact me if you need playtesting. We really need more German side battles - and campaigns especially. I like playing underdog and against odds.
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