Jump to content

LJFHutch

Members
  • Posts

    680
  • Joined

  • Last visited

Everything posted by LJFHutch

  1. The way vehicles work is this: if a vehicle is moving along the terrain and another [moving] vehicle has blocked it's path the first vehicle will be issued a 3 second pause order, after which if the path is clear it drives on or if not, another 3 second pause is given and another until the way is clear [of mobile vehicles]. A destroyed/immobilized vehicle causes the vehicle to maneuver around. With those 8 HTs all trying to get through a tiny hole the stupidly polite "oh no, I insist, you go" is going to be off the scales!
  2. So long as it's realistic I'm loving it: I play Battlefield when I want shooty shooty fun fun, but I play CM when I'm awake Edit: Just did a test, a 4km stretch of rocky ground and out of a battalion of mixed American tanks (minus 1 company, so what, about 60 vehicles?) only 5 were immobilized (dry conditions).
  3. I would recommend a small, late battle, standard rarity, meeting engagement, overcast, midday, 45 minutes on a heavy bocage map. But that's just me, the most important thing would be a tiny/small battle really.
  4. I'd rather focus on tactics, though I'll go so far as to say I like immersion. Perhaps you should invest in an actual role-playing game, I just finished the second Witcher game, you should check that out, no "grinding" drudgery like most RPGs and it has a solid story. It's also "somewhat" tactical, and has a dragon!
  5. Some stuff I've been working on, I'm up to 55 QB maps (two last screens are of the latest one) now and I'm working on a texture mod ... yeah ... got sucked in again
  6. I have used a double blast order before which worked > move to bocage, blast to other side and blast back again and they performed it nicely.
  7. I agree on an earlier point, one of the biggest issue for me regarding CM is that the infantry TacAI lacks fluidity and isn't capable of reacting to danger or improvising. Things like quickly scattering into cover when under fire, quickly turning back if walking into a street when fired upon, looking around when entering a new area etc. Another thing I would love to see is infantry be able to peek around corners, perhaps if they are near a corner they could either look around on their own or look around if you give an order to watch that direction.
  8. Hmm, I was just looking at the ground textures and noticed they are 2048 for the grass textures but also that they are stretched across about 64x64m in-game. How come it wasn't 512x512 and stuck on the 8x8 grid? To reduce repetition? Perhaps use an overlay pattern on the top of it all?
  9. ArmA handles a lot of troops quite well: I'm pretty sure that was a pretty hefty overclock but I've personally had battles with 800 or so AI at frame rates comparable to what I get in CMBN and I have a cheap AMD processor from 2007 or something. However, you try to run even a few hundred troops in a city ... BOOM! The micro AI will tear your processor apart
  10. But does Iran have any vehicles even approaching a T-90? From my understanding the best they have are locally produced, upgraded T-72's.
  11. Oh wow, thank you so much Wilhelm! I had completely forgotten about that program, I used to use it for Live For Speed, CMBN feels so fresh now! How do you export a profile, I found a good one and was going to post it up but they don't seem to be stored in the .ini.
  12. I think that's well beyond the realms of a simple mod, I would love to see the brightness increased a bit though, would make an awesome addition to, say, a module ...
  13. It's those darned Nazis, they've already begun corrupting the morals and integrity of our boys over there!
  14. I would just make them take a huge morale hit after bailing from a flaming wreck, that and perhaps be a little less skilled than they currently are, seems a bit odd is all. I'm certainly not in favour of the involuntary rout.
  15. What tree thread? For the tank crew, I think it's good you can control them, it's just that they seem to be quite accurate with those pistols and have superb morale for having just bailed from a tank after taking a penetrating hit from a tiger.
  16. I had an enemy tank crew pin down an entire German platoon just then, 6 of my guys down and the assault stalled. I could only get them out when I surrounded them and pinned them down with a HMG and a second platoon.
  17. I hope they fix the foliage issue (often the closest piece of foliage is rendered "behind" the one furthest away). It's really difficult to show what it is like, so here's a mockup of what it would look like if it affected vehicles as well: It's got something to do with the render "priority" or something I think, it's like an optical illusion which isn't an illusion
  18. Haha, from the comments section in the translated page: "No comments found, sorry you are old." Google translate produces some hilarious results
  19. Definitely agree, though you'd need to know who you were taking it from, don't want to take all the ammo from another MG team instead of the ammo bearers.
  20. I'd be more concerned about the terrain textures having a flashback to the late 90's In all seriousness, that is indeed strange, I've never seen anything like that before.
  21. It needs a flip switch, you click the switch and then the button, it would be ideal I think if you had to click slightly higher to confirm, sometimes I've double-clicked and then gone "noooooo!!!"
  22. I've been working on some more maps lately as I've recently got right back into CM. However I also got Shogun 2 TW on sale and was mightily unimpressed by the visuals, which made me delve into my screenshots folder. One of the great things about CM for me is the ability to create realistic landscapes. I actually took this screen a while ago but quite like it. Many of the pixeltruppen pictured did not make it home, an MG42 and a Puma took their toll.
  23. Well apparently the operator can switch it off and go full-bore ... I hate to think what it could do to the eyes
×
×
  • Create New...