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LJFHutch

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Everything posted by LJFHutch

  1. Those CMA trees were pretty crazy, it's like they lifted them straight out of the Amazon basin or something. The desaturated CMBN terrain mod is quite good, but I find it goes much too far. By default it looks a bit cartoon-like though, especially those humungous flagstone things. A mix of the two with a slight 'cool' colour shift would be nice.
  2. If you really want a challenge try out CMA, that's one of the most difficult games I've ever played, getting my guys crushed in the campaign :|
  3. Oh, just C? Hmm, I've got a terrible memory for keys I've been pressing shift all this time haha. I also use alt, though I think it's the same for the default.
  4. It will also change the distance the ground changes from detail texture to low-rez, as well as the detail of the terrain mesh.
  5. The graphics quality only changes the LOD distances. LOD is level of detail, at certain distances the model is swapped for lower quality versions and then removed altogether (for performance), so setting the graphics up means that models are rendered at greater distances but also extends the distance of the various lods, so full quality might be 0m to 50m at balanced but on highest it may be 150m or something. I don't think it updates until you move your camera though.
  6. CMA is - as I understand it - standalone. I don't think there are plans to release any new modules.
  7. Yes the HD mod is excellent, I would also suggest the sound mod by Nemboo.
  8. Is that authentic? In a combat situation would a tank crew from a panzer IV not mount an empty panther if there was nobody else to?
  9. I just ran through a bunch of different suggestions on a tiny mixed force and they seemed fine to me. Sure, they seem to like armour and mortar teams but most of the time I did actually get a "mixed" force. I actually like the unpredictability of it, compare it with ToW for example, where you know almost exactly what units the enemy will pick because the guidelines are so strict.
  10. That isn't artillery, that's "plan B" > if we die at least in a few hours time the artillery will arrive and light up our enemies! I tend not to use the heavier stuff myself, too long to wait and too expensive, but medium on-map mortars are verrrrry nice.
  11. Personally I love the artillery, I never really used it in CMSF but I'm finding it much better in BN, although I'm pretty impatient: 4 minutes is a long time when people are dying.
  12. That would definitely be a cool feature, that way you could see the tac map before committing. Maybe even have this as a preview option when selecting battles?
  13. My gods, that is so incredibly awesome. My vote goes for the BMP turret for the most awesome though, it looks so incredibly out of place, it's almost as if they just strapped an AFV turret to the back of a pickup truck.
  14. The problem with small zones is that they get crushed by artillery, and if you have lots of them the game degenerates into tiny little micro-managed battles.
  15. NO Out of a fear of playing mp and having the game annoyingly pause all or splitting everything up even more - "want a game?" - "yes certainly, but I only play RT with pausing on tiny maps with huge forces and the time limit has to be 30 minutes and absolutely NO armour and no pre-planned barrages and no US rocket artillery and no defensive works and no bocage and I most certainly WON'T play as the Germans, that ok with you?"
  16. The way I see it, the zone should be contested even if you have a single man inside. However, both sides should get points awarded based on the ratio of troops (or even the points of those units?). That way if you manage to get 3 crewman into an enemy objective that is controlled by an infantry platoon and a couple of tanks you'll probably only get 2% or so of the total points. This way you avoid unrealistic outcomes but also avoid gamey and obscure mechanics to get those results - tank crewmen are people too you monster!
  17. Hmm, good points, though for tanks you could use the same method as the target command, infantry ... yeah, not sure.
  18. An "advance to hull down" command would be nice, so tanks would advance until they could see beyond a hill and stop, you might have to select the command and then click the point you want to be able to view and the tank/infantry would advance until they had that in sight. You could quickly move 10 or more units into fairly reasonable positions without having to eyeball each and every one.
  19. The word modern is pretty subjective though. You could take that to mean post industrial revolution or even >2000 AD. I think the idea that modern is anything post WW2 is a bit biased
  20. To be perfectly honest I would much prefer ordinary units than "special", special units would cheapen the experience and wouldn't pay for their creation time (you could only use a very limited number or have it look just plain silly).
  21. Don't get it? I've found that when you're setting up a large assault it can be useful to stop your forces trickling out one by one and biting the dust. If you set up a pause order and then plan out your initial assault, all you have to do is cancel the pause order and your guys stream off and carry out your orders, it's like ordering the assault to begin instead of micromanaging every unit after the start. That way you only have to control key elements or units that get themselves into trouble.
  22. I don't use it much so correct me if I'm wrong, but it starts at 5 seconds and goes up to 1:30 then an indefinite "pause", it would make a lot more sense for the "pause" to be at the very start, maybe even have it so you can right click the button to remove the pause. That would be great for setting up/starting a major assault in RT.
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