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Wengart

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Everything posted by Wengart

  1. I recently made 4 separate Al Huqf scenarios. One with improved Syrians, another with Brits vs. Syrians, Brits vs. U.S. Army, and I final match up between Marines and Syrian Airborne. Although the Syrian Airborne have a hard time of it being outnumbered 2:1.
  2. It may be an issue with your unpatched version of your game. The other possibility is that the squad you have selected does not have LOS to the target, and is merely firing at the house. Although from your latest statement I doubt that is the problem.
  3. I believe Torchlight (Diablo style game) uses mega-tiles (in this case mini-tiles) to create a randomized dungeon, and it works fairly well. AFAIK Hellgate London also used this approach.
  4. It seems to me that the real issue isn't PK of the Jav, but the fact that a Javelin apparently hit a target but instead of exploding bounced off of it.
  5. I'm not necessarily talking solely about holding up a raid but an enhancing the general simulation of minefields, which the Soviets/DRA seemed to use quite liberally to prevent the Muj from having full freedom of movement around an OP/base. Also, in case anyone wants to read them PDF files of The Bear Went Over the Mountain, The Other Side of the Mountain, and The Soviet-Afghan War: how a superpower fought and lost are contained here: http://easterncampaign.wordpress.com/2009/11/06/a-book-that-will-be-good/
  6. While reading The Other Side of the Mountain Mujahideen AARs often site Russian/DRA use of mines as a major factor preventing, and holding up raids for long periods of time. Will CM:A then offer any increase in the simulation of minefields to account for this?
  7. As a general rule of thumb if CM:SF has it CM:N will have it. Furthermore, all games to be produced in the coming years will be using this same engine, so any enhancements made in CM:N will be available in CM:Bulge and those enhancements will be available in CM:SF2 and so on. I don't believe these will be in as there are several issues with modeling this. Both are being carried over from CM:SF I believe Steve mentioned that this would be possible. IIRC Steve mentioned BF.C's wish to improve this but whether it will be in the initial release is not currently known
  8. Has any thought been given to how modules will work between CM:N and CM:Bulge? Of course there two separate games with separate modules, but will we have to buy the SS Module (obviously just an example) once for each game even if there is only minor TO&E changes that do not add any new equipment? Or will these units be included in CM:Bulge base game? Furthermore is their any inherent problem with just bringing formation into the next game? For example bringing all the formations in CM:N into CM:Bulge even if there are no maps etc brought along since the code supporting these units is already in? And if this is possible would it then be possible to create an ETO pack compatible to CM:Bulge to allow scenario designers full access to all formation in one game?
  9. yes they are, in fact, Mord made several top notch voice mods.
  10. Combat Mission: Normandy is quite a nice title very clean and humble about itself.
  11. Nato is the final modul (expansion pack) for CM:SF, CM:Afghanistan is a standalone game being made by Russian developers, and CM: Normandy is another standalone game being made by BFC which will be the beginning of the WW2 ETO series.
  12. he updated when he got back from vacation. Possibly two weeks after 1.21s release probably less. I was on 1.21 when the patch was released
  13. My opponent only recently returned from vacation so this is the first time I have tried to load these files sens I patched. I just found it odd that it would only occur to this set of PBEM files about 8 in total while another game we were playing started up with little issue. I unfortunately do not have my 1.20 executable anymore is there a place I can download it?
  14. In one of my current PBEM whenever I try to load my turn the game crashes. This is happening for all turns of this game except the setup phase. Any help would be greatly appreciated. BTW I have the base game and both modules updated to 1.21 and the game was started in 1.20.
  15. In CM:SF this is modeled by men Routing with a ! above their heads. They do this individually and not as a squad. Furthermore, CM:SF will not be getting prisoners and the chances for them in CM:N are less than hopeful.
  16. A CAA would still be nice. Nothings worse than having your well placed RPG team open up on a dismounted blufor squad.:mad:
  17. I think those posts were referring to the historical tendency (CM:BO,CM:BB,CM:AK) for BF.C to eventually stop patching out bugs, and focus on the next iteration in the series. Of course these bugs are not game breaking, and in general are not that bad but they are there, like the ability for ATGs to fire through the crests of hills in CM:BB. We've not reached that point with a CMx2 game where it becomes legacy software, but we are nearing that mile stone with CM:SF. However the one of the positives of the module system is it allows for a game to remain actively patched for as long as module are being produced for it.
  18. I've not noticed an accuracy degradation with damaged optics, but most definitely a spotting degradation. (Although I usually play Syrians so their aim isn't so great to begin with, and they rarely have *just* their spotting equipment damaged )
  19. The Marines Module is most definitely worth it, besides the Marines themselves you get Syrian airborne, and T-90s. While the Brit module gives you IMO the most interesting (from a tactical standpoint) blue force in the game. Besides that you get access to a whole bunch of high quality scenarios. But this is probably the most useful advice concerning the modules you'll get,
  20. I think you have to remember that CM:A is the first time? that BF.C has licensed out a CM engine. So it's important that BF.C shows that they are serious about 3rd party CM games, and are willing to support them. Even if that means pushing back NATO. IIRC its been known for quite a while now that NATO and Normandy where going to be released fairly close together.
  21. I'm going to guess that anti-aliasing is off. Turn that on and the jaggies should go away right quick.
  22. I know theres and Xfire group for people who want to play real-time TCP/IP style, and for those of us who prefer turn-based gameplay http://worldatwar.eu/ has quite a few CM:SF players.
  23. A while back I had a lone engineer (brit) toss two hand grenades at a T-72, and then throw a demo charge at it.
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