Jump to content

Lemonade

Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by Lemonade

  1. I say chaps, let Tartari finish his work in his own pace. Rushed things are no good.
  2. I love the series too, but only the first two parts of the saga. Hell's Highway was a big disappointment for me. Too easy (third person cover camera, over the top accuracy of player weapons) and too "consolish" feel. And the 4th instalment? I wouldn't even touch it with a ten foot pole. I highly recommend Rendroc's WarZone mod to be used with RtH30 and EiB! It rocks! Especially with Hollywood FX enabled.
  3. That's exactly what I meant by the smile. It's a damn good offer! I just wanted to let you guys know about this bargain, as I think some of you might find it very interesting.
  4. I was browsing Graviteam forum today and found this: http://graviteam.com/forum/index.php?topic=10363.0
  5. Superb! Then it's the best time for me to postpone my Achtung Panzer battles and feed the computer with ToW3 installation! Thank you!!!
  6. Ahah! I somehow felt that there will be a status update today. Good show, Tartari! So, when can we expect le grande première of no.1 - ToW3 WW2 Kursk?
  7. We're awaiting your mod with great anticipation, Tartari. Don't let the forum silence deceive you. My ToW3 installation file is on stand-by, awaiting the release of your work. P.S. I don't understand 1C's ToW politics at all. They've made a great game, but they left it completely without care. I was expecting a patch for ToW3 fixing some issues, like path finding after quickloads, but they just don't seem to care about their best tactical game. Amazing. :eek: What's worse, they seem to have decided to discontinue the series!!!
  8. I have yet to try CM:BN (waiting for the price to drop a bit), but I agree that in ToW series tank models are absolutely marvellous, top-notch and beyond what I've ever experienced in true real time strategies (only if crew would be able to use those, so precisely modelled, AAMGs... and if only tanks could be unbuttoned...). By the way, have you guys noticed the tricks 1C used to simplify them? Take a Tiger tank, for example, and do a close-up for the wheels. The wheel geometry is very low-poly with softened normals, but it looks like it was high-poly model because of a bitmap plane in front of it. I'm not sure what was the purpose of this, as current machines are more than able to process hundreds of thousands of polygons moving real-time, nevertheless, I think it was worth noting as one of those clever tricks that frees a little bit of resources that might be needed somewhere else. Cool stuff. All I always wished in 3D real time strategies, is the smoke and dust (from explosions) that could last longer. Way longer. Take Steel Panthers for example or Brothers in Arms: Road to Hill 30/Earned in Blood with Rendroc's Warzone (Hollywood FX enabled) mod. You shoot - there's smoke/dust accumulating all around you. Lasting long, denying your LOS. Also some cool stuff, but unfortunately never really implemented into other games. All we always have is smoke/dust particles disappearing after 2-3 seconds. Often with no lifetime randomness.
  9. You rule man! :bows: It's awesome that there's someone willing to port stuff from the first two games into the third. I say you should be on 1C's pay list for all the effort you have put into it, and for making the third instance of the series live much longer that 1C has probably ever predicted it would. Shame on you 1C! I'm impatiently awaiting for ye grande premiere.
  10. Yeah, unless you save/load a mission a couple of times. And suddenly all of your units go bananas. It's unbelievable that 1C couldn't come up with a patch to fix this issue. As much as I love the series, this single bug kills its third instance for me. Although, I very much appreciate your effort, Tartari (to port the WW2 maps and units into ToW3, which must be helluva work to be done). You're my ToW guru.
  11. That's great. Thanks for clarification. Can't wait for the mod! Sorry for asking, but I just had to.
  12. Hi Arzok! That's one beautiful tank you have there. Great job! Still, there's one thing I'd like to ask you. As far as I know, M4(105)'s weren't in production until Feb'44. So you surely wouldn't meet one during the North African campaign. Will it be a part of some other campaign you're working on then?
  13. I never had to kill any captured pixeltruppen to win the mission. Though I agree with @DARK MORCAR, that there must still be some hidden opponent's units in the objective zone that you must have missed.
  14. I believe that "the betterness" you mention which they managed to implement in ToW2, are distant sound effects, right? I think this was achieved either by a skilful mix of close recordings with distant ones (sound weighting dependant on in-game distance), or by proper equalization of sound files. I've always wondered how could you tweak a sound file, that was recorded from a close range to a weapons barrel (or explosion), to achieve the effect of distant sound. Anyone?
  15. Based on my experience with the game, I'll try to point out advantages and disadvantages of SPGs available in Kursk. German side StuGs: + Low silhouette comes into mind. The game engine really seems to take this into account when plotting projectile arcs. + Very good frontal armour at relatively low price. Also, pretty damage resistant (at least when it comes to vehicle's frontal plates). + Low velocity 75mm main gun really comes in handy when you need to lob the projectile over small hills, at medium to long distances (but so can short barrelled PzIVs). I've done this several times. Elefants/Ferdinands, Nashorns, Marders... (okay, they are tank destroyers but I thought I'll include them): Never liked them and I don't believe I've ever used them due to either being low on ammo (Elefant/Ferdinand) or being open-topped. So I can't say anything about them. Wespe/Hummel: It's fair as an artillery piece (more Wespe than Hummel), but you'll do much better if you let LeIGs do the arty missions. It's just there isn't enough room on the map to efficiently use those cannons. So I'd strongly suggest to completely forget about these units. Ivan SU-122 (my favourite) + This is an excellent Panther destroyer. And you don't even have to use HEAT rounds to turn the cat into fireball. High Explosive round fired from ca. 300 meters can turn a Panther into a fireball (ammunition detonation caused by concussion) or at least eliminate its crew and causing severe internal damage (armour spalling). + Plenty of HE shells (see above) + It's fast! SU-76 Frankly, I kind of disliked this vehicle throughout the whole game. It's open topped and thus very vulnerable to mortar and HE artillery fire, with armour almost like paper and weak main armament. Not a good choice if you ask me. Still, when SU-122 or 152 are not available or you're low on OOB points, you have to choose it. I found out, that the best use of those vehicles, is to place them in ambushes, preferably in villages or towns, or in dense vegetation, where enemy is expected to come at them at a very close range. If it gets hot, our SPG can always drive back and hide behind a building or bushes. Do not ever let this unit shoot from open field as its incredibly prone to being knocked out by almost every shell out there. SU-152 and SU-100 I don't think I had the opportunity to use those vehicles, but they should seem to be more potent than my favourite SU-122. But, a 152mm HE shell should eradicate almost any Jerry armor threat there is to be met, including Tiger tanks. Can't remember if there were any ISU SPGs in Kursk, but ISU-152 with its impressive frontal armour and calibre, and ISU-122 with its long barrelled gun should do even better. Common: - With both tracks out or engine failure, SPGs are pretty much cooked. So I've always placed them in a safe distance from enemy lines, preferably on hills overlooking large parts of the map or in ambushes, secured by my other units that could react in case something bad happened. That, to minimize the risk of being hit at the side when a unit becomes immobile. + The most important advantage comes from the OOB specifics. Very you use them as a slot filler when there are not enough tank slots. If you ask me, 1C should get rid of those unit-specific slots in favour of universal ones, that would allow you to freely composite your army for the battle. Like it is in Steel Panthers or Close Combat.
  16. Ammunition is replenished automatically after each mission for all units and weapons of a nation you're currently playing with. Same with repairs, except of knocked out vehicles. Their gone forever. A vehicle is considered destroyed when its crew automatically bails out of it. Vehicle replacements (or reinforcements really as they come with a crew) are preplanned by mission designer (in a mission editor). ATGs and artillery can't be repaired as they are either functional or destroyed. There's no in-between state. PS. Before the mission ends, be sure to man every gun, MG or vehicle you abandoned, as empty units are lost. Same with towed guns, if they're attached to a truck when the mission ends, they're gone. It's one of those bugs stuck with the series since the very beginning.
  17. Hi. I would gladly give you some hints on this mission, unfortunately I don't have Kursk currently installed on my machine. But if you could refresh my memory with screenshots of both: a minimap and some high angle on the tactical map, I'm sure we would come up with something. PS. If you're a German speaker, some ToW guide written by fans appeared recently on the web. You can find it here: http://www.designmodproject.de/forum/viewforum.php?f=1903 Although I have not read it and can't tell how accurate it is, it looks very pro.
  18. Nine bucks already? That's not a good sign, indeed.
  19. 1. There's no way to check the area for mines. Not in ToW2. The only way to deal with mines is to either find a safer path or drive a tank through the minefield and pray it won't be immobilized or destroyed. With a bit of luck, you'll clear a narrow path that's safe for your troops to pass. Minefields are set up in the editor using rectangular areas, which I believe generate mines placement when the mission is loaded. 2. I don't remember the first Jerry mission, but I believe they're represented as poodles of some stuff (hard to miss them). 3. You can't remove hedgehogs and dragon teeth. If they're too narrowly placed, the only way through them is to simply find another route.
  20. Are you sure that Jerry ordnance falling on those poor US sods in the village shown on the video was WP? I'm sorry but I didn't quite pay my attention to narration...
  21. If you ask me, the death of Osama Bin Laden will lead to a great escalation of violence. By killing him, the US Forces made a martyr out of him. A martyr to be praised by fundamentalists. And I'm not talking about the groups directly connected with Al Queida. I'm sayin': all extremist groups from the middle east. Even the lesser ones will now do anything to raise their status in the terrorists' world. To prove themselves. To show the world that they unite with the deceased. I think that killing Osama Bin Laden was the worst US decision since the invasion of Iraq. Instead of capturing him and putting him in front of the international tribunal (with the League of Arab States - its presence would be vital to the trial! - which would lead to his demise anyway), they've just created a number one martyr of the Muslim fundamentalists of all times! What's worse, every politician seems to be happy about it! For Christ's sake, why they always have to be so short-sighted? The first thought I had the morning I woke up and heard about his death was: "Great. Now we've done it...". I understand the urge for vengeance of US citizens on that terrorist leader. But I fail to see how his death without a trial will have a positive impact on the whole situation we have since 9/11. It will change nothing at best, and at worst... I just don't want to think about. The TRIAL was the right thing to do.
  22. I don't want to be rude, but the particle count is the least concern of modern (or even not-so-modern) video cards. But the truth is that it's not about the particle count at all. A good looking explosion could be done in several particles, each textured with a nice, well thought, sprite sequence rendered in any 3d app. PS. That, plus some volumetric smoke. Ok, that would impact the performance a little, but I think it's safe to assume this impact would be barely noticeable. (Can't say for sure as I don't really have much experience with game engines)
  23. Also, I have some observations on sound FX I'd like to share with the community. The most repetitive disadvantage of most of the modern (old or whatever) combat games I can point out, is DEVs devotion to use a one or two real world sound samples for each sound effect. It was the case in Close Combat series and I think it's safe to say, it's the same with the new CMBN we all grogs are waiting for. The truth is, that listening to the same sample (or two/three samples), after the weapon/explosion/or-whatever has been fired/heard, can lead to serious health problems (baldness and other serious **** outta frustration...). The sounds of war are a music for some people, especially for armchair generals who have never seen the real combat stress, like me... (but who saw the WW2 combat from our ranks anyway?). That's why I beg ya Battlefront, please record as many real weapon samples as you can before you release the game. There are so many working WW2 guns out there and many weapon shootouts in the US each year... Or at least, leave us a possibility to mod in more than one sound sample per weapon/explosion/AFV gun fire/grenade explosion, etc. P-l-e-a-s-e? PS. Same with infantry/crew voices... BTW, will it be possible to mute infantry (unit) voices?
  24. What has always bothered me in 3D tactical war simulators, was the sprite smoke/dust that lasted for only two or three seconds since its birth time. I never understood the decisions that creative directors made (or whoever made them) to make those effects so short livin'. Even Theatre of War with its absolutely astounding artillery effects (both sound-wise and graphic-wise) had the sprites lasting only for several seconds. But here we have, the CMBN game nearing its grande premiere. Finally VAARs have been posted and I must say, I'm really impressed by the sprites' lifetime, that are much, much longer than in any other 3D wargame I've ever had the pleasure to play. The long lasting dust being risen by the intense shelling finally felt real, but... the sprites are so low detailed... It kinda' worries me a bit. Is that because of the VAARs coming from an early Alpha/Beta version of the game to be released, or is it their final appearance? And the sprite animation of the fire coming out from tanks' barrels looks appailing. Please, don't get me wrong. I don't want to flame or anything. It's just the details of those two visuals don't convince me at all. PS. And for God's sake, why is arty smoke white when it hits the ground?
  25. This happens every time I play this mission. The problem is, that at one point the Germans are provided with tank and mechanized infantry reinforcements. While the tanks drive straight towards the town, the halftracks release the infantrymen several hundred meters before it and return to the north-western canyon from which they came. If you don't destroy them before they reach it, you're in trouble, because they are pretty well covered there. I'm not sure whether they are meant to disappear from the map after reaching their "exit area", but I've played this map three times throughout three months and I always ended up with one or two Hanomag stragglers hiding on the unreachable part of the map. There's that small hill obscuring their position so you won't be able to spot them from the small bank north of the village (where the 88's are). They can be destroyed either by air raids (if you know their approximate position) or by direct tank fire from a north-western hill (the one with two light PAKs overwatching the main road with an ambush squad). That's the only place on the map from which you might have a LOS on them. The whole process is quite tricky. It's either that or some straggler in one of the houses. Just to be sure, try to level all buildings in town. Although I would check on those halftracks first.
×
×
  • Create New...