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noxnoctum

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Everything posted by noxnoctum

  1. I don't understand the problem, you can just press alt+p to turn them off. Like the trees. Did it bother you in CMx1? That's all I'm asking for. The exact same thing. It still only shows up if you have a unit selected though. In CMBB if you u had them turned on they were visible at all times. (unit selected or no... IIRC it was shift+p in CMx1)
  2. If and when you guys do implement this Steve I hope you can also make it so the lines are always visible, even when no unit is selected (currently they disappear if no unit is selected). Or at least maybe add the option to the hotkey function to have them always be on, so cycling alt+p would give you: Show All Move Paths OFF Show All Move Paths ON Always Show All Move Paths ON It doesn't matter much right now since we can't select the lines anyways, but once we can, it will be very helpful to always be able to see them.
  3. Awesome to hear! I look forward to it being added . I've always felt like CMx1 was "easier to play", and it took me a while to realize it, but the way the waypoints work is probably the #1 reason (for me at least). So it would be a huge relief to no longer have this getting in the way. And I definitely agree that the camera should stay stationary. This allows you to quickly adjust orders for a large number of units while still looking at their end destination (which is of course the thing that you're fine tuning them to... the crest of a hill, a gully, a house, etc.) If the camera moved we'd be back where we started (excessive moving around the map to find units/terrain)
  4. I don't see that happening really. It pretty much never happened for me at least in CMx1. A nice thing about the CMx1 system was when you'd pressed the key to issue a new waypoint (M, Q, whatever) you could no longer accidentally select other lines. I would hope/assume it would be the same in CMx2 if the change was made. The only time where it could even be an issue would be if you're moving a bunch of units down the same road, but to me, going to CMx1's system would still be infinitely preferable. Huge time saver.
  5. The AI in the Command Ops/Airborne Assault series is excellent. Other than that I can't think of any game with really good AI. The addition of triggers though will definitely make a huge difference if they get implemented.
  6. Yes I got a bit mixed up with what was missing in CMx2 vs CMx1. So I edited my original post.
  7. It seems like a really minor thing, but it really is so helpful (to my playstyle at least) to not have to select a unit first before moving its waypoint. Particularly in say, a large armored battle where I have a mass of tanks approaching a hull down position. Obviously the exact spot to stop will be slightly different for each vehicle, so you have to micro somewhat. It's so much easier to do this kind of thing in CMx1 because you can issue a mass move order to everyone at once first, and then very quickly and efficiently adjust as needed. In CMx2 I have to continually go back and select each unit. Like I said earlier, it does add up over time. There's lots of things I hope to see added to CMx2, but an improved interface is probably near the top for me. Even the best of games can become a chore to play if it lacks those little touches that makes the whole thing go over smoother.
  8. Haha you're right. Weird, I coulda sworn... Memories of CMBN must have merged in my mind or something. Anyways, a nice surprise, thanks! EDIT: Ok nevermind, I see why I was confused. In the game currently, you can only click and move the waypoint of the unit you currently have selected (whether the end point or the line segment). So if you're like me, and always play with "Show all move paths" (Alt-P by default), you cannot click on one of the other lines and start moving it. You have to first select that unit and then move the line. So what I would like to see implemented, is being able to select other lines while either having another unit selected or no unit selected at all. (this is what was in CMx1) I edited the first post, I'll post up some screenies just so it's clear what I'm talking about.
  9. It's great that we have moveable waypoints in CMFI, it definitely lightens the micromanagement load, but one small adjustment would lighten it even more: being able to adjust the waypoints of units that you do not currently have selected (if you're playing with show all waypoints on). It's a small change, but it would have a pretty big impact, especially when you are managing a very large force. Having to zoom in and click on each unit before moving its waypoint can be a bit irksome, and in some very crowded situations, you're just better off deleting and starting over, which kinda defeats the purpose. It doesn't make a big difference with just a few squads, but if you're trying to, say, order 30-40 vehicles down a road in a convoy it can get maddening. In CMx1 you could have a slew of lines criss-crossing over each other but could quickly and easily adjust things by dragging the lines in the needed direction (without having to click on each unit before dragging its movement orders around). IMO it's subtle things like this that make the workload of CMx2 sometimes seem quite massive compared to CMBB and CMAK. Being able to move waypoints at all is a great improvement, but being able to do so without clicking on each unit first would make a massive difference. CMx1: I have my HQ unit selected, but I can click on any of the lines of the other units and start moving them immediately (it selects the unit automatically). If I have no unit selected, I can still do this (the waypoints still show even if you have nothing selected, hotkey for showing them is Shift-P by default in CMx1). CMx2: I have my HQ unit selected, and I can move its waypoint, but I cannot click on any of the other lines to select their corresponding unit (the circled ones). I have to instead find the unit itself, click on it, and then I can move the waypoint. If no unit is selected the waypoints don't show at all. (I'd prefer them to still be visible but this is a minor issue, the main thing is just being able to click on any waypoint without having to click on the unit itself first). It's the difference between constantly looking back to your units to select each one individually to adjust its waypoint, or simply having a bunch of move orders in a general area and then being able to quickly adjust and finetune them. With a large number of units the extra work adds up real fast.
  10. Ya a different kind of arc that released the minute a unit was fired upon would be nice. Either that or an arc that releases as soon as the unit issed the arc itself opens fire. Though I think a hunt order ala CMx1 should come first . The thing is GaJ there are situations where you WOULD want a unit to hold fire even if fired upon. Say for instance if you have a squad or tank or what have you watching a critical area (maybe you're waiting to get a side shot on an enemy column or something) and have separate units assigned to cover other portions of the map. I have been in situations like these many times and when that happens I'm glad that a unit does not get distracted by anything else. But otherwise... generally wide arcs are better. Alternatively, what you can do is set a smaller arc that is set at the exact point where you want to commence the ambush, put a timer on it (30 second or whatever you think is necessary), then issue a move order right where you already are and set a much wider covered arc on that move order. That way you can be precise with when you want the ambushers to start shooting, but can also give them a much wider target area half way through the turn (when they presumably have already started shooting... if you anticipated enemy movement correctly)
  11. bump. Steve or 2nd programmer guy (sorry can't remember your name off hand ) have any idea?
  12. That includes the MG changes? (the one for CMFI vanilla, for people who don't have GL)
  13. I'd like something based on 6 day war or yom kippur war but it won't happen I guess. Though Project Reality has implemented some Israel vs Hamas maps without causing any problems so maybe BFC might reconsider some day?
  14. Is it just me or does armor in this game, like in CMBN move too quickly. This is one thing I miss from CMBB, armor seemed a lot more ponderous. I can't shake the feeling sometimes that I'm looking at a reskinned Abrams. It just feels too similar.
  15. So just use area fire in close proximity rather than blast? And I agree about the armor in urban areas. I wish we could just use them in buildings. Might be especially glaring in the Market Garden module.
  16. Am I missing something? When a tank is close to infantry IME, they get knocked out pretty quick (by regular grenades). I just assumed the AT grenades were kind of "included" in the modeling of the anti infantry ones. BTW, this is a different issue, but how do I get my engineers to use satchels offensively (i.e. against infantry in sandbags/trenches or against a tank), I'm having trouble with that.
  17. I like a lot of Veins' and Aris' stuff for CMBN, will it work for CMFI? For instance Veins' muzzleflash mod, and also Aris' PZIV skins.
  18. Ya bocage bores me to tears. It's too limiting, and if you're playing the AI it makes its weaknesses that much more apparent. Playing through Conrath's Counterattack right now is such a refreshing change. I can't wait for Bagration. Even though 1-to-1 has its issues, seeing an SMG company of PPSh toting mechanized infantry individually modeled and blasting away will be nice indeed .
  19. It's supposed to come out this year IIRC.
  20. That looks great, I look forward to playing it When you say programming the AI, do you mean AI plans? Given CMFI's new google maps thing in the editor maybe I'll give it a go myself and try to contribute something to the community. There's a couple scenarios I've had in mind about maybe trying to do in the editor.
  21. I noticed there's hardly anything in the repository, in stark contrast to CMBN. Obviously the latter has been out much longer but still. Is anyone working on anything at the moment?
  22. http://www.cbc.ca/news/world/story/2013/03/16/mars-one-live-die-mars.html
  23. What is the ETA on this module? Like a month away or so?
  24. Sorry I know this is a bit of an old thread but just wanted to double check that these MG changes will definitely be available in a free patch (i.e. not like CMBN 2.0 patch) for people who only have CMFI (and not Gustav---which I'll probably get, but might not immediately)?
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