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ctid98

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Everything posted by ctid98

  1. Went to by a US FO and saw the price was 118, thought it a bit high as it doesn't come with a jeep, when I openned it to check the FO was 68 points but nothing else included, so paying for a jeep but not getting it. Another hotfix on the way?
  2. Such as vehicles for the infantry, you can't expect to move the AT guns by walking, why haven't trucks and jeeps been included???
  3. Here are just a few things I'd like to see added or changed in the game. 1) A sustained fire button for machine gun teams. We have the Target and Target Light buttons which are great, but I'd like to see my HMG's that have a couple thousand rounds of ammo firing off more than 6-8 round bursts. So, what I would suggest is having a toggle button for sustained fire like the Hide and Open Up that is either on or off, when off the teams fire as they do now, when on they fire 15 - 20 round bursts or maybe more, now the gun teams can defend an area of the map well or suppress the enemy when on the attack. 2) QB selection for the AI. This is the only way I really play the game, not into online games and don't care the the campaigns much, but it's being ruined by the AI not picking balanced forces, usually it's a company of tanks, a FO, mortars and machine guns and thats it, the only ways to change this is either pick the AI force myself (doesn't leave much suspense after that) or limit the AI to Infantry or Mech troops. I don't mind the AI having tanks but the force has to be balanced. If this is too difficult to code use the selection process for CMBO, or even have set forces already hard coded that get selected randomly as a short term fix. 3) Flavour objects. I'd like to see a few more of these such as civilian vehicles, railroad buildings or even planes to simulate airfields, lets push the boat out a little here. 4) Fortifications on QB maps. It would be good to be able to design QB maps but have fortifications on them too, the AI has no idea how to set them up, rarely even takes them, it could do with a helping hand, this would be one way to do it as well as give maps a new feel. 5) Minefield size. How big are they??? In CMBO when you positioned a minefield you could see how large it was so you could cover the maximum area, now though I have no idea how large an area it covers, this would be good to have back on the setup. 6) AI Deployment. I've seen many times the AI set up behind houses with zero view or behind a hedge instead of "in" it so that it can see through. Is there any way the AI could be give a helping hand? When designing a QB map you allocate the deployment zones, perhaps a new setup zone that indicates to the AI this would be a good place for a tank or AT asset? These are the things I'd like 1 and 2 definitely the rest would be nice to have, any thoughts? CTID98
  4. Has anybody noticed that after about 30 minutes of play the British vehicles engage stealth mode and become very quiet??? Either that or its a bug...
  5. Had a cromwell round the corner of a building and draw a line of an AT gun 30 metres away, the turret swivelled to bring them into it's sights and then the turn ended (on wego). Now, as the tank was on a slow move order and I was in no rush I decided to have them stop and as they were already about to shoot there was no point telling them to target the gun, so what happens at the start of the next round??? They revolve the turret to its straight ahead facing and proceed to do jacksh!t, all the while still having eyeballs on the AT gun as the commander had his head out of the turret and there were no other enemies in view. What happens next I hear you ask??? Well, not only do the AT crew have time to swivel the gun to bring the cronwell into their sights, but one of them has also got the time to knock off the tank commander with a rifle shot just before the gun itself blows the tank away. I know us Brits were war weary by '44, but not that tired we'd not bother to kill an enemy we were already looking at and about to fire on just because the tank stops. I love this game, but having something stupid like this really annoys me, why on earth would they not fire??? CTID98
  6. I was just playing a mission where I wanted my 2" mortar to lay a smoke screen but instead of firing off all of it's rounds it fired 1 WP and then stopped. I did this 3 types (I play wego) so only fired off 3 rounds, needless to say I was less than impressed by the smoke screen set down especially as the winds were very strong, though not as impressed as the troops it was supposed to cover. So, is this a bug or have the 2" mortars been designed to only fire off 1 round of smoke at a time? At first I thought that becasue the first couple of rounds had dropped short the target point had become obscured and so the firing stopped but as the third round landed long this can't be the case. Thanks ctid98
  7. So, as the months tick by I was wondering when we might see the next module being released, or at least get some screen shots or a run down of the TOE??? I've been following the forum for news and maybe I missed it, after all I do have a life and can't spend all day surfing, but any news would be good. Thanks CTID98
  8. Patch 1.01 Noticed this with a Jeep, the driver is facing left instead of straight ahead, not seen it with any other vehicles. Driving Position.zip
  9. Well that takes care of one point, now for the designers to add a few more things in for the second!
  10. I've been playing around with the scenario editor because I like making my own maps for quick battles and love the "Flavour Objects" but there are a couple of things I'd like to have changed: 1) More objects! Would like to see a few more things, maybe like civilian cars or burnt out and destroyed military ones. 2) When picking a flavour object it would be good to have a little picture of what it is in the lower left corner of the screen, now I realise it's obvious what you are picking from the headings but under most headings you get several options to pick from, lets say the one for barrels, I think there are 6 options, having a little picture for each would let me see what types of barrels they are and there orientation. At present I'm having to pick one of each and then go to the 3-D preview to see what I've got and get rid of those I don't want. Thanks
  11. Blackcat, thanks for clearing that up, I guess that does make sense, I won't be buying the full battery again then!
  12. Yes just the one AI plan / group what ever its called, I just wanted to start small and go from there. I think I'll setup a blank map and play about with that to get the hang of it.
  13. I've done all of this, but still they don't move. All I wanted was to produce a map that I could then use in a quick battle, so setup zones and objectives (I would have thought) would be the only things I require. Let the AI pick the forces, deploy them in the setup zone and then off they go to the objectives, what could be harder? Whilst I only have a handful of posts here I've got all the CM games and loved them all so not a noobie, but this has got me stumped.
  14. So I can buy these units and then not use them??? Come on, that needs to be fixed.
  15. I've created a map for a US assault, let me just say now I love the flavour objects and just wish there were more, however on with my problem, I've setup the map, put in the setup zones and also had a look into the A.I. commands to tell the troops where to go etc, but they do nothing. When I play as the US the defenders setup ok, but when I'm the defenders the US troops stay in the deployment zone, they don't even set up in it, they maintain the default placings from the creation. What am I doing wrong???
  16. Played a large game and picked myself a Battery of Priests, nothing better than some on map arty to soften up the enemy and watch them fire off the shells. One problem, nobody, not even the FO or unit commander could call up any of the guns in the arty menu. Had everything else but not them. Is this a bug or is there something I'm missing???
  17. Doom was an woeful film, full of cliched characters and poor predictable story, it could have been so much more but was ruined by Hollywood. Looking forward to a 40K film and hope its of the quality in both visuals and story of something like Final Fantasy.
  18. Definitely would like to see changes to the pause times, 5 second increments would be a big help. I prefer the WeGo play to RT, just can't shake old habits from CMx1, but it would be great if we could change the turn time from a minute to something else, maybe 15, 20 or 30 second times. Modern warfare is deadly and 60 seconds can be a long time. Finally, stealing a bit from Full Spectrum Warrior, a scout function where you can send one member of a squad forward to scout a location rather than the entire squad. Also having a feature to move split up squads in assualt so that you only expose a couple at a time to incoming fire rather then 4 or 5. CTID98
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