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stoex

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Everything posted by stoex

  1. Because God uses Vista as well, donnieitaly. It's just a bug that they will address with SP 14 or 15, I believe. And God gets a priority download for all SPs, so you'll be fine by, oh, say, 2022 or sumfink. They say it was a hard sell but not even God can oppose Steve Ballmer .
  2. No firsthand experience with sound mods, Stingray, but my guess is that the modded files are quite a bit bigger than the originals and therefore eating more of your system memory, which would slow the game down if your specs are comparatively low (say, 1GB RAM or even less?). Texture mods have to be the same size as the originals by definition, I believe, and therefore will make no difference...at least that would be true for uniforms, terrain and skins for vehicles, don't know about muzzle flashes and the like. Just my uninformed two cents, though.
  3. Thanks, Steve! Great news. You're right though, c3k, the shotgun burst would have been so sweet coming from a Bushmaster or even a TOW or Abrams main gun *drool* Oh, the humanity!
  4. Definitely also in SP mode, has happened to me regularly and I only play SP. Have only seen it with Mk19s, though, not with the .50 cal.
  5. I don't think there are any Abrams in 'Orchard Drive'....but then I got mauled so bad by the AI on that one that maybe I gave up before I got them
  6. Don't know, dan... My SMAW guys tend to miss stationary APCs at 150m, buildings at 200m. At that range the Marines squads are poking all kinds of holes in those same things with their AT4s/LAWs. AND shredding the crews with small arms as they bug out.
  7. Don't know about that other thread, but hunt+hide certainly works. Unit with both commands will 'move to contact' and then hide (unless they receive heavy incoming fire and bug out).
  8. The world record for the 100m backwards is only 13.6 seconds. That's faster than most people can run 100m forwards.
  9. I think I've got a fever, and the only prescription is....MORE SPACE LOBSTERS! We need to do this, Steve...hire me, I've played the heck out of every single XCOM game except 'Interceptor', which hardly counts, and every CM game. And I can even program in Java! Plus I'm drunk which has to be a benefit to making Space Lobsters! Will work for another beer...you have my email...i prefer Ottakringer but any brew will do
  10. Wow. Moon, du bist deutschsprachig? Hätt' ich nicht gedacht...obwohl ich mich ja selbst auch gern verstecke . Jedenfalls nett hier mal ein gespräch in deutsch zu sehen...auflockernd auf jeden fall. Anders eben . Grüsse auch an Pandur - bei dir merkt mans . Nicht bös gemeint . Irgendwer anderer ist hier auch noch aus österreich aber ich kann mich beim besten willen nicht erinnern, wer... Anyway back to english: finnish is probably harder to learn than german but sooo beautiful to read, love it! You're right I'm drunk. So sue me
  11. BillyR, The Marines 1.11 patch is for any version of the game (GamersGate, BF or Paradox). Read the info here: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=222&Itemid=336 check out the second red box on the page.
  12. Well, I'm no graphics card grog, all I can say is I use a Geforce 8800 GTS with 640 MB and I get min. 20 FPS on max settings, which is fine for me. I have an Intel Quad Q6600 @ 2.40 GHz though, don't know whether that makes any difference. 2 GB ram also
  13. Anyone here play the XCOM series of games? Also known as UFO: Enemy Unknown in some countries? I remember the second game was 'Terror from the deep', where the aliens were underwater...one of the alien species was a man-sized lobster kind of thing...just reminded me. I loved those games, but the later follow-ons got worse and worse... Geez, CM meets XCOM would probably be the bestest game EVER!!!! Battlefront, meet Microprose, Microprose, meet Battlefront . Damn, turns out Microprose has been sold and resold and reresold...it's still a brand of sorts but I don't think they've done anything worth mentioning in years.
  14. Sounds absolutely awesome, PT! Downloading now...still on my v1.11 attempt at Hasrabit, so I think I will finish that first to get in the spirit. Nah heck, I'll look at mission 1 of Dimas right now *slobber, drool*.... Thanks again for a s***load of work which I'm certain has resulted in an excellent campaign!
  15. More SPOILERS!!! (Same spoilers as in the last post actually)... DON'T READ LOOK AWAY SPOILER COMING.... Wow, Falconander...today is a day of differing recollection for you and me. Reading your AAR on Hills and Highways, I'm thinking 'What Javelin? Did I have a Javelin in that one?' I'd be willing to swear I didn't....I remember wondering how I was going to take out the two static tanks on the right without Jav's. I ended up getting one with the TOW LAV and the other with an AT-4 from the clump of trees in the middle. Anyhoo, I did the whole battle much like you did except for that JAV thing. And I really liked this scenario as well. Really intense and tactical, no rushing anything, and some surprises toward the end when I thought I was just about done (like the third tank in the village, and the enemies coming up the hill from both flanks, first left, then right...) Great stuff!
  16. Taking this further, if BF really runs out of money, will you start charging us for every round fired in CM? 5.56mm - 1 cent 7.62mm - 2 cents 40mm grenade - 50 cents 120mm APFSDS - $2.00 155mm Howitzer - $2.00 for general, $3.00 for airburst, $1.50 for smoke Javelin missile - $10.00 per pop? Double price for textured ammo, of course... That would make ammo conservation a real issue
  17. Hi folks, I noticed a minor glitch in the GUI today. Did a quick search and couldn't find anything related, sorry if it's already been discussed... I started Mission 6, Marines Campaign, after having taken route TIGER (shying away from objective Pooh...). Mission title is 'Village Recon' (Light Armoured Recon of a farm and a village separated nicely by two wooded berms). In the setup phase, I wanted to acquire ammo and stuff with my few available men, when I noticed that the team info panel showed no M203s for any soldier in any team. All the teams had 40mm grenades in their ammo loadout, according to their unit info, but the team info showed only regular M16A4s for the soldiers who would usually have the 'nade tossers (fourth man in the scout HQ and scout team, third man in the sniper teams). The tooltip also said 'M16A4'. So I thought, 'bugger that, I'll have 'em grab 5.56 and LAWs anyway', and started bringing the teams into my LAVs one by one. And lo and behold, every time I disembarked a team from one of the vehicles and it came to a rest on the ground nearby, the team info panel switched to display the M203s in the right place, with the correct tooltip! This happened also after the setup phase if I left teams in the LAVs until after the setup (went back later for some tests). The interesting part here is when I watch them exiting during the mission, the soldier(s) in question really are equipped with a regular M16A4, UNTIL they reach their final position at the end of the exit command, at which point the M203 'appears' underneath the rifle (or rather the whole weapon gets exchanged for the right one, can't really tell). Meaning if I have them run across the battlefield directly from the LAV, it's an M16A4 all the way until the soldier stops. Then -magic- he has a grenade launcher beamed to him. It was also repeatable from the savegame and has repeated in the next battle, albeit only for the units that had not been in the previous battle. All the vets knew they would need those launchers . Also only for the M203, all other special weapons were OK always. Now mind you this is not a great bug and if it remains I won't mind. Just putting it out there to see whether anyone else has had this happen to them, and maybe to get it addressed by BFC. Sounds like something relatively easily fixable to me, but then what do I know... Savegame available via email if required. Anyone?
  18. Thanks for the info, Steve...looking forward to those force-specific icons so I will finally know what I'm not seeing .
  19. Just did my own check (so practical to be unemployed ) and nope, not during setup and not during mission time can a crew acquire from its own vehicle. At least not in my game...running Marines 1.11. The 'Acquire' button is greyed out for each crew manning a vehicle. EDIT: Sorry, incomplete information - HumVee crews CAN in fact acqiure from their own vehicle, but not LAV or AAV crews, nor Stryker crews. Didn't try trucks. Hope you will confirm this for me, Falconander.
  20. Yeah, I've wondered about it as well...I can only guess as to the RL (ideal) loadout of any infantry carrying vehicle, but I'm pretty sure in most cases there's probably a box of 'nades in there somewhere. Another thing that I have wondered about is that vehicle crews, which have abysmally low amounts of 5.56 with them when they exit their tin can for whatever reason, are not allowed to supply themselves from the ample stores. Now I can understand they wouldn't have a mind for that if they are bailing out after a hit, but if I want to dismount them for recon or whatever, they should at least be able to grab a few mags, maybe even an AT-4 or a LAW, shouldn't they? It seems they can use any weapon they acquire via buddy aid, and they can acquire anything they want if they embark a vehicle that already HAS a crew. Just can't use the stuff under their own seats, it seems....
  21. Interesting, Falconander, I have tried to get my Jav teams to area fire trenches or open ground and haven't had any luck with that. The only thing my guys will fire their toys at are any spotted unit (though they are sometimes reluctant to fire at infantry) and buildings.
  22. Resupplying hand grenades is currently not possible in CMSF. If you are using the Marines Module, you can however resupply on the 40mm grenades for the M203 and the M32 grenade launchers. Both HE and HEDP are available in LAVs and AAVs.
  23. OK, got me. I thought the UAZ was a flavor object . In that case I want Scuds after all!
  24. Thanks, MikeyD, for a slightly flamboyant 'no' in answer to my question . The traffic police might actually be a good idea - traffic in these Middle East countries is so confusing anyway, and to add to that all the traffic lights in the game seem not to work....I find it such a drag to micromanage my vehicles at intersections, cover arc left, cover arc right, cover arc left again, then go if all clear. Makes for some regular NYC-style jams I can tell you, and my M1A1 sightseeing buses are so easy for those impolite RPG teams to pick off while they're attempting to be law-respecting tourists... Seriously though, I really don't know what BF might add to the Syrian force mix. I'm no military grog. But I'm betting there are a few things that the Syrians actually have, or might at least likely have, that aren't in the game yet. Someone said trucks, for example. I bet those exist...what about regular army Jeeps for fast transport of small units? What about Jeeps with MGs in the back? Or does the Syrian army actually use white Toyota pickups for that purpose? Don't tell me that kind of stuff wouldn't be useful and realistic to have in the game. And anyway, I wasn't asking for anything, just asking what the plan is. And I certainly wasn't asking for T-80s, AA guns, Scuds, phasors, lightsabers, exploding coconut bombs, automatic pickled fig launchers, or, well, traffic police. Even though I'm sure all of those would be totally rad. As would be a top-mounted brailer for tanks to catch incoming Javelins (which would also cast a really cool shadow on the tank at noon). I mean it's not like Syrians don't fish, so use what's there already.... I will, however, repeat my urgent wish for the Syrian sniperette in the quad-lippizzaner-drawn Harley Fat Boy with gold-plated wheels, with a pink coiffed mine poodle in the sidecar, and Xena-style body armour (the sniperette, not the poodle, that is). Best Regards
  25. Do I understand correctly that the Brit Module will not have any new units for the Syrians? Thought I read that somewhere, but not sure...
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