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Crender

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Everything posted by Crender

  1. Fine. But how many other games do you own where the ground wobbles?
  2. Not sure if this is a problem with my rig or if it is something to do with the game's graphic engine. Do any ATI users get this problem ( a minor one admittedly - is is an irritant which damages the immersion)? Do other Nvidia users get it?
  3. Hopefully someone can help with this. After selecting a unit and one of the movement commands, as I move the cursor/highlighted squares over certain parts of the map, the ground under and near the cursor starts to rise and fall. Groups of action spots rise up slightly, then fall again as I move the cursor to a different position, whilst other action spots then rise. It is especially noticeable on the demo, in the training scenario, near the shed at the back of the houses where you are set up. I have tried changing all the in game settings, and my GTS 250 card settings, to no avail. I have the same problem with CMSF, although less noticeable. Anyone else had this? Anyone know how to get rid of it?
  4. Good post which explains why CMBN graphics look so out of date when compared to WW2 themed RTS games/all the big-budget games. Game-play will still be lots of fun though, and graphically it will be well ahead of all other wargames.
  5. The suggestion is that the AI gets a spotting advantage whatever unit we are talking about? So AI controlled RPG team spots and targets much quicker than the same team controlled by a human; and AI controlled Abrahms spots and targets much quicker than the same tank controlled by a human. I tested this out in 'ATGM Ambush' on elite and without changing the set-up positions, and found there was no difference in the time it took for the Red ATGM to take out the leading Blue Bradley whether Red was controlled by me or the AI. Also, when controlled by me the Bradley's only spot the ATGM after it has fired. When controlled by the AI the Bradley's do not fire on the ATGM, even after it has fired, so I assume they have not spotted it. So if there is an issue/bug it could well just be situation-specific rather than applying to the AI as a whole. Lots of testing would need to be done to prove this one way or the other.
  6. MikeyD's mod? I thought it had been incorporated into one of the official patches. Maybe it wasn't. I'll give it a go and see if it improves things.
  7. Roads/tracks seem to be the only ugliness left in CMSF. Trenches and vegetation have been worked on and improved in various patches so that they are no longer a major graphical eye-sore. Roads/tracks however are still pretty bad, especially highways where you get a very stark contrast between the foreground and the near distance rendering - and the edges of the two don't even line up very well. Any chance of an improvement in 1.32? It would be great to get this ironed out and a shame if it was left as it is. A lot of people will be playing CMSF for a long time to come, even after CMBN is out.
  8. Just finished Milk Run. 13 dead, 21 wounded, 5 trucks burning hulks, one LAV KO'd. With Red arty falling constantly - no let up at all- this really wasn't much fun. Making scenarios this tough by packing well armed defenders in fixed positions with limitless artillery support does not make for a very satisfying experience. Going to have a long break before attempting the next scenario, if I ever do.
  9. It seems to be a scenario design issue. Whilst things are a lot better than they were 3 years ago, there are still some problems associated with buildings. What can and cannot be done (and so should be avoided) with buildings is still unclear to some scenario designers. IMHO keeping building layouts relatively simple puts less stress on the game mechanics and leads to fewer building-related WTF!! moments! No criticism of scenario designers intended - I couldn,t design one for toffee!
  10. Great map! That helps....thanks. Re-starting the mission having run out of time to implement your suggested manouvres. I love this game, but sometimes I hate it. I spent hours on that mission and got no-where!
  11. Many thanks for the advice. Going to give it a go now. If I still get bogged down will await your video. Get to bed .....you've a hard day ahead!!
  12. I need your Milk Run AAR. I'm absolutely stuck fast. Made it to the gully on the right hand side of the map with good overwatch of red positions from the forward buildings. Brought down arty and CAS on all red positions I could see and thought I must have taken most of them out. But now trying to move armour or infantry in AAV's forward I get slaughtered by ATGM's and RPG's. Trying to send marines forward on foot & they get slaughtered by enemy mortars. Help!!!
  13. Thanks for doing this. Looking forward to seeing the rest.
  14. Looking forward to your marines walkthrough DD. I'm currently on marines mission 5 version 1.31 and didn't have too much of a problem on mission 2. I basically used my FO to target all objectives early in the game with HE and CAS (point target on each individual building one after the other). When it was over my ground forces strolled through! I think there is a lot of dice rolling involved in arty effects and I was lucky.
  15. Just tested it in Baker 1-1 and it works a treat. Still got dynamic lighting but to just the right level again. Thanks BFC!
  16. How do I get hold of Ryujins sound mod - the link to filefront doesn't work.
  17. Just got the module bundle and have 2 .cam files for Semper Fi, one in a rar file in the campaign folder and one on its own in the campaign folder. I assume I am supposed to use the latter? What is the rar file for? Thx
  18. Hi Anyone know if base game campaigns TF Panther, Hasrabit & Perdition are suitable for v1.21 and still available. Where can I get them? Tried the repository & CM Mods Warehouse but no luck. Also are Ghost, Crossroads and Narwick OK with v1.21 (I understand a lot of user-made scenarios and campaigns had to be re-done for later patches). Thanks
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