Jump to content

A Canadian Cat

Members
  • Posts

    16,501
  • Joined

  • Last visited

  • Days Won

    55

Posts posted by A Canadian Cat

  1. I just tried it out. In the scenario editor currently you select your TO&E force, then you can go to the menu for 'specialist teams'.

    <snip>

    So you got your wish! :D

    Naw he wants to be able to tweak the C2 structure as the player during the setup phase after starting a scenario.

    You are right the scenario author can do this but not the player. Unless of course the player edits the scenario before starting it.

  2. Of course we charged them. I still find this hilarious that someone playing a game for 8 years can whine so damned much about $5. I sometimes think we shouldn't have done it at all. Few companies would have bothered.

    I for one am soooo happy you made that Vista Patch. I never knew about Combat Mission when it first came out. I only discovered you guys existed a week after you announced CMBN. I was elated to see that the old games had been updated to run under Vista and that I could start playing your CM1 games while I waited for CMBN. That kind of support and work on your part sealed the deal and made me a customer.

    Do not forget about us when you read a thread like this.

  3. It's been in there since... hmm... I think CMSF v1.0. What do I mean? Try CTRL-LEFT CLICK on a distant location and the camera immediately jumps to it. Then you use normal camera behavior for more precise placement.

    I learned about the CTRL-LEFT click thing recently and have tried it (but I keep forgetting about it since I am not used to it).

    I do :D Now, do I use it exclusively? No. I tend to use it when I just want to nudge the camera position a bit. Maybe it's just old habits from decades of gaming, but I definitely do use it.

    I figured *someone* would be using it. I guess I should expect it to stay in the game then :D

  4. Oh OK I'll put my 2 cents in too.

    I agree that often the click drag camera move is to slow for long distances. It would be nice if the further from the start point I pull the faster the camera moves. Actually I think it does this now we just need more speed, please.

    I often alternate between the keyboard and the mouse to move the camera. I use what ever is convenient for me at the time. However the keyboard move is sometimes really really really sluggish and often inconsistent. It would be great if that were smoothed out.

    I never use the "move the camera when the mouse is at the edge of the screen" feature. I find these controls very hard to deal with and I *hate* them. Mostly because many times I have the camera just where I want it and am about to take action when suddenly the screen flys off in a funny direction. Yes, I have pushed the mouse aside again and messed up my life. Please, please remove that functionality. Or if there are people who like that feature, at least allow me to turn it off. Is there anyone who likes to move the camera that way?

  5. If you don't want the objectives you "hold" rushed, have you considered defending them?

    Nothing more needs to be said. That's what hold means. I have been the rusher and on the receiving end of rushes many times. They work when the soldiers defending are not in good shape, don't have the right combination of arms or are not positioned well (by that I include the areas *around* the VL). For a well defended VL these rushes fail.

    Bring it!

  6. Some of us find the portrait one of the most immersive items, with Mord/DCs mod even more so. Should we start a petiton drive for keeping BF hands off our portraits? (kind of premised on keeping your gov't hands off my medicare).

    I think that Steve is on your side on this one - I mean about the portraits being important.

    I'm not touching anything to do with US medical care with anything shorter than a 39 1/2 foot pole? :eek:

  7. Bah! Your PURPOSE "commander" is to COMMAND, not to idle away the time. Troops are there to ATTACK. The best defense is an ATTACK! The best attack is a BIGGER attack! The key to victory is willpower. By shoving new troops on the attack over the bodies of their dead comrades you will display to the enemy commander how your willpower cannot be broken. Victory will be yours if you ATTACK.

    I'm seeing a pattern here. You recently gave the same basic advice to some poor lad to send his two Shermans into the fray head on against a Panther. Trying to encourage us to be reckless in the hopes that you can take advantage of us on the battle field? Very Machiavellian. :)

  8. I am using Aris' vehicles as a base for the vehicles.

    Excellent thanks for the info.

    Decals would certainly have the potential to make the sizes of the mods more manageable (it takes me a half hour to upload each of these) but I don't think they would apply correctly in the manner you are suggesting. For example, if I were to use the base game vehicles and create the correct decals layout for a particular vehicle/unit on that model, it would look exactly as I intend on that one model. If I were to apply the same decals to Aris' version of the same vehicle, the decals would be brighter with no mud covering them, which would look strange (like someone wiped the Formation Sign clean but nothing else).

    Good point - another hope for a silver bullet dashed:)

  9. Maybe the dementia is setting in early....I tried to edit my original post to add a link to each file in the repository but I can't seem to edit the post....this seems strange...any suggestions?

    The editing of previous posts is time limited - designed to just allow you to fix typos etc. not really designed to allow you to create an evergreen post and update it as things change. My humble suggestion would be to create a post with a full list of mods as it stands now and then update this thread as you add new stuff and entertain us with stories etc. Then periodically create a new post with a full summary of your stuff.

  10. No, I like the idea of a thread to ask questions about your uploads. Good idea. I have to admit I was a bit over whelmed and was putting off looking at what all you had done...

    So, I'll start with a question:

    You are clearly adding unit specific decals to vehicles. Are you using Aris's modes as a base and tweaking the decals?

    Would all this be easier if the game supported layering decals? By that I mean the base vehicle look would be just the camo, gear etc and all numbers and symbols would be added as a layer. This would mean that people could use the vehicle look they wanted and combine it with the unit markers they wanted.

  11. <snip>Hoping that it should not pose any incoveniance, may I ask why would some mods work fine and others will not taking into example the mods made by Aris - since I am a keen follower of his mods ?

    I do not "know" but I think my guess will be at least close. I suspect that there would be two kinds of "not work".

    One caused by whole sale changes to the product such that techniques to trick the game into using berets instead of helmets just stops working and perhaps causes soldier's head gear to be messed up. Or portions of the UI would not appear correctly because the layout was modified or text strings that had been tweaked were changed and suddenly the wrong text shows up in odd places.

    The other kind of "not work" would be tweaks to models that cause the modified skins to not look right any more. For example, Aris was holding off on changing the look of the Royal Tiger because BFC said there are going to update the model since they were not totally happy with it. In the end Aris broke down and gave us a new look for the Royal Tiger but we all figure he will need to revisit it again once the model is tweaked. New features that are coming such as "New Rendering Shaders" and "Bump and Normal Mapping" might mean that lots of models change and therefore the old modded skins do not look right any more.

    Examples are pure speculation - they are just for illustrating the point.

  12. Man I wish I could get those kinds of results:) Tigers especially are tough to deal with but Panthers are too. I wish my guys could take out their guns regularly. Usually my Sermans just die.

    Perhaps that is the issue Tigers and Panthers survive long enough to take other kinds of damage. Usually after 1 or 2 (or 3 on a good day) hits a Sherman is smoking. While a Panther hit from the front can shrug off 5, 6, 7 hits. Perhaps that is where the increased amount of gun damage comes from.

    They take twice, or more, the number of hits.

  13. I couldn't figure out the difference, either. I don't click on enemy icons, simply because love playing with as much FOW as possible.

    And this is why I only like to play on Warrior. The trouble with Elite is that the icons are simple generic infantry icons even for AT guns and mortars. So if you are playing Elite or Iron you *have* to click on each enemy unit to find out if your guys have spotted something important like AT gun or not. If you play on Warrior then you can impose the "do not click on the enemy units" on your self and keep the FOW but you can still see important things like AT guns looking at the icons.

    I have one PBEM partner that likes to play on Iron so I play Iron pretty much every day. It takes some getting used to that's for sure. I don't really mind the effect of loosing sight of your guys when a unit is selected but I don't like the extra work and I usually don't feel it adds much - except extra work:). Occasionally, sometimes, for a moment or two, it is kind of cool when you have a squad that is cut off from the rest of your force to enhance that feeling of isolation.

    I would like to see Warrior and below kept the same and make Elite add better FOW support thusly:

    Any enemy soldiers that are spotted show the infantry icon and nothing else - no squad ID no HQ label. Once an actual AT gun is spotted show the AT gun icon. Again once a mortar is spotted show the mortar icon.

    That would mean that if my scouts spot a gun crew member - only one guy I mean - I would not know there was an AT gun either by looking at him or clicking on him he would just by some infantry kneeling in the bushes up ahead. Then if a few turns later my scouts have been watching for a while and start to notice more guys an then the gun, the icon would change to that of an AT gun but again not other information about what number of gun it was would be visible.

    That would be perfect and I would play on Elite as my preference. Right now I get close to that by restricting myself to not clicking on the enemy units. The trouble is that clicking on them is the easiest way to flip to view the camera from their point of view so I am not 100% perfect at it.

    It would be great if clicking on an enemy unit told me nothing more about them.

  14. when you load a scenario the music continues to play .

    Odd, that is different from what I have experienced. On my machine the music runs for about 30s and then stops no matter what I do to focus.

    2) something different: it would be nice to be able to turn off/on the motor of vehicles.

    I though that is what the Hide command does for vehicles. I have to admit I have not actually tried it but I thought I read that some where.

    I should check that out.

  15. Yeah, for sure. I thought it was going to be a total PITA trying to size and scale images, but it turns out to be dead easy ... a lot easier to do than to try and explain :D

    Well that's good because I was pretty confused after reading your explanation:D

    I'll wait to try it out / read the manual before asking questions. I am really looking forward to it.

  16. Lt MacDonald leads the remaining 14 men in his platoon along the ridge of the right hand side of the draw. They have good cover and soon spot two MG nests. With half his men in position (one squad got cut off from him in a nearby field) he moves into position to bring the MG nests under fire. Just as one MG is dislodged Lt MacDonald is hit and wounded.

    LtMacDonaldHitLeadingAssaultTwoMG.jpg

    He will be going home a hero

    Mean while B Co secures the opening to the draw. They need to bring the engineers up to make them a path through the wire because their last operational tank is in no shape to breach any more wire.

    2ndPlatoonBCoEntersTheDraw.jpg

    Fortunately the Engineers are arriving:

    2PlatoonBCo121stEng.jpg

  17. The Rangers reached the right hand bluff in pretty good order. 1 Platoon is still fully combat ready. Here they are as the start to clear the trenches.

    RangersReachTheTrenches.jpg

    The Rangers would successfully clear the Germans from their objective.

    Members of A Co 116 and 145 Engineers come under fire as they reach the top of the bluff on the left.

    UnderFireAtTheTop.jpg

    A Co and the engineers are too battered to force the Germans off their objective.

    Just as I am trying to figure out how I am going to use the Rangers to clear the other bluff and the draw with only battered remnants of 116th for support reinforcements arrive. Members of B Co 116 Come ashore

    ReenforcementsArrive.jpg

    The second wave of landings goes smoothly, the only casualties are from a few previously undetected mines. In the end it is A Co's CO and XO that finish the job that A Co started. They get up the slope before B Co gets to the Sea wall.

    While the reinforcements are forming up and clearing the last two MG bunkers before entering the draw the Rangers have not been idle...

×
×
  • Create New...