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Dr.Fusselpulli

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Everything posted by Dr.Fusselpulli

  1. Are we going unthinkable backwards? I don't really think this will happen, but great choice, looking forward to it.
  2. Ah yeah... the classical "it'll all be over by Christmas" every wargamer should know about.
  3. For one fix I would wish, the inverted shadows in the countryside. Hills and slopes have their shadows on the sunny side, while the sides hidden by the sun are light up. It's not noticeable on missions during the day or night, but in the evening or morning, it looks weird.
  4. Maps can be done by the community as well. So that wish could even be granted without the work of Battlefront.
  5. Absolutely, I just expect them to be in a different pack. East German forces would be relatively easy, because they use only low tier Soviet Equipment, although in slightly different TO&E. The Brits might make sense to bundle with Polish forces, which would have another individual asset, the OT-64 SKOT. Then you could also have the Czechs... which wouldn't make any sense at all against the Brits... but hey. they used the SKOT as well.
  6. I hope we see German forces before we see BOAR. Don't get me wrong, I want to see the BOAR as well, but a war within Germany should include German forces, especially as both German armies were quite substantial during that time. And you are very wrong about the assets for German forces. It is not just "add the leopard". As jeeps you would have the DKW Munga for the late 70s, and the Iltis for the 80s. As trucks you would have Unimog 404 for the late 70s and the 435 for the 80s. Recon would be done by the Luchs. Until 1983 the Bundeswehr used the Kanonenjagdpanzer, the spiritual successor of the StuG. As the Antitank vehicle you would have the Jaguar 1. And don't forget the beloved Gepard and the Roland Kette. Of course, Germany used American assets as well, at the time the M48 in a Germanized version as well as the M113 as a Germanized version. Germany also used the M109 Paladin in it's own version and later get's the MLRS (Called MARS in Germany). But those are artillery assets without 3D model. Germany would also have the LARS rocket artillery system, which is something comparable to the GRAD system.
  7. A HQ unit above Battalion level that can be placed on the map. This would not work with the engine yet, but a unit that is not part of one of the map formations, but would become the HQ of all placed formations to establish C2 contact. Maybe a Regimental HQ and a Brigade HQ unit with a signaler section.
  8. I would be interested to hear those. For a recent mission im CMCW I'm still working on, I assigned scout teams to the soviet battalion HQs and then shoved those scout teams together into a command BTR to play the role of a signaler group. The scout teams have radios, and all sitting in the same BTR makes it a communication hub.
  9. The Problem here is the crew. Even if you change the vehicle, the crew will still be the same as if the vehicle was on it's correct side.
  10. Yeah, it would be great to have signaler units, who are able to connect the different company networks.
  11. Yeah, I would guess we get some info this or next week. It was clearly said "not before the weekend" which just ended. So today is just the first day where info could potentially come.
  12. There is indeed a way, but it doesn't work very reliable. You could create a scenario and plot a plan for the friendly AI forces in the setup phase, making good use of the "pause" orders and scripting the entire plan of the unit and then saving it before hitting the red button. The scenario would then not be played as a "new game" but as a savegame. There are two major downsides on this. If the Tac AI cancels your orders, because they came under fire, then the unit basically is out of action and ATGM vehicles will not fire ATGMs if waypoints still exist for this unit. Of course, the player needs to be told that those units are not his units, and he can't give them orders. Because the player of course still can give out orders to them, if he wants to.
  13. Cold War is not really modern. CMBS and Shock force both play differently again from Cold War, which stands more in between the eras. On top of that, Cold War has quite a balanced force selection, as the time frame from 1979 to 1982 is choosen quite wisely, when the advantage tips from the Soviets to NATO.
  14. @JM Stuff BAOR makes sense, but I don't think that it will be with "Some Eastern and Western German Vehicles", because I assume there will be a dedicated "Germany Module", maybe called "Brothers War"? I think this Germany Module will come before the BAOR module, because the game takes place in Germany and the German forces on both sides would be at the forefront of this war, and would need proper dedication. Especially the western German forces, as they do have a lot of unique equipment, while the eastern German forces used mostly the same equipment as the Soviet forces, just in a slightly different TO&E and version.
  15. Is this patch the one that brings performance updates? I at least heard rumors about it.
  16. Just out of curiosity I looked up where Lohn is, but couldn't find it on a map. Is it Lohne or Löhne? I thought to myself. But the geographical position didn't made much sense to me for 1944. Then I discovered Lohn (Eschweiler) and immediately knew. https://de.wikipedia.org/wiki/Lohn_(Eschweiler) The town just got eradicated for lignite mining.
  17. Very well. I like to do this as well It's somehow complicated when it comes to ATGMs on vehicles, like the M150 or the M901. Because they'll not fire if waypoints are existing. A solution for it is, to time the berm drill in a way, that the vehicle reaches the fireing position and perform the shooting before the end of the turn. Then let the turn end, and retreat the vehicle at the beginning of the turn to let it reload. The disadvantage is, that you can only shoot one rocket per minute this way.
  18. That might be difficult indeed. You can't see mountains very well from the top view, which is necessary to merge several pictures to one big one. I think the rendering distance of the landscape might get into the way of it nevertheless. It you would zoom out too much, the computer would not show the map. I think it's part of the engine, not a computer limitation.
  19. Yes, I think so, so you assigned the slope to every tile? I know that the game creates a cliff at a slope steeper than 4 vertical/horizontal and steeper than 6 diagonal.
  20. How did you do this slope in the first place? It is just every assigned square next to each other? Can we see an editor view of this test map? I'm interested in how you created this slopes. Also, terrain changes can get very hardware hungry, how did you manage to keep a larg mountainous map playable? I have a SF2 map which really lets me struggle a lot.
  21. I'm working on a very huge map lately myself. I used photoshop to cut the map together, the editor version, as well as in 3D to get an idea on how it looks. It's not perfect and requires some work (like almost everything regarding CM), but it's something that can be overcome. There is a problem, that terrain gets not rendered anymore after a certain distance. If I'm at one end of my map, about the opposite third of it gets not rendered. 7280m x 2544m
  22. Now I found the time to read it. Very nicely done. Looking forward to reports about Action in Germany
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