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A Canadian Cat

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Posts posted by A Canadian Cat

  1. 1) There is a MS Office Excel 2010 file in the Campaign directory. Do I need to have that version of Excel to use this software?

    2) Clearly that campaign directory is a sample project. Do I have to use the same directory for my project or can I create my own directory(ies) to store my projects?

    I saw an answer to question 2) but not question 1). Do I need to get some way to read produce Excel 2010 files?

  2. Not having this information up-front leaves players re-inventing the wheel by bringing it up and getting bothered by it.

    Indeed, you have been around even longer than I have and, we both have probably seen many examples of people bringing up issues that were discussed multiple times in the previous year(s). I am not 100% sure how BFC could communicate those items better.

    Thanks for taking my post for what it was - to bring in the previous discussions. After I re-reading it I thought - I sound a bit like I am saying "stop talking about this". Which is not my intent.

    On the subject of searching: I knew I had read Steve's response to this issue previously but for the life of my I could not find it using the forum search tool. I have had this problem before. Finally I realized that the solution, to searching, is the same as it always is Google! Using "site:battlefront.com" worked like a charm - and I included the url for the google search so that other may benefit from using that feature of google to search this site.

  3. The East Front game will be a different story and would be much more realistic if a tank weren't able to shoot straight up since there will be more "city" battles.

    Plus we have the Market Garden module coming up soon which will involve lots of urban fighting. But given what Steve has already said on the matter I would recommend against holding your breath: because you might die:D

    It would be nice if some tweak could be made to lessen some of the really silly occurrences that can happen. However; given the background on the way the AI works I, personally, cannot envision how such a tweak could be made.

  4. Thank you for the reasoning behind the decision. I would think it is in BF's interest to actually be up-front with some of their design decisions so that even if we disagree at least we know whats what.

    BF has discussed this many times. A little searching (https://www.google.com/search?q=site%3Abattlefront.com+battlefront+gun+elevation)

    Yields these three specific examples:

    http://www.battlefront.com/community/showthread.php?t=98488

    http://www.battlefront.com/community/showthread.php?p=1194181&highlight=elevation+limits#post1194181

    http://www.battlefront.com/community/showthread.php?t=90522

    Plus this definitive answer from Steve:

    http://www.battlefront.com/community/showpost.php?p=1194005&postcount=91

  5. This looks really interesting! As you can see from my sig line this kind of thing is at the top of my wish list...

    I hope to get a chance to play with this tomorrow - at work now though. I have a couple of questions:

    1) There is a MS Office Excel 2010 file in the Campaign directory. Do I need to have that version of Excel to use this software?

    2) Clearly that campaign directory is a sample project. Do I have to use the same directory for my project or can I create my own directory(ies) to store my projects?

    I will follow along the help file directions and report back.

  6. If we actually had some benchmarks where the number of mods made a significant difference then yes it would be good to know what was more different about that machine.

    My machine specs are thus:

    Windows Vista Home Premium SP2 (64 bit)

    HP model a6500f

    AMD Phenom 9150e Quad-Core Processor 1.8GHz

    4 Gb RAM

    500 GB SATA 7200 RPM HD

    with and upgraded video card: Radeon HD 6770 with 1Gb memory

    Clearly JuJu's machine is quite a bit zipper than mine. The new video card gives me 20-30 fps on the best graphics settings and that will hold me over until the next PC upgrade cycle that is approved by the family accountant:)

  7. Looking interesting - I think you are on to something.

    Can you run those tests four more times and see if things stay the same? I know from experience that the numbers can vary quite a bit from run to run. A while back I did some bogging tests and ran 15 tanks over various ground types. Some runs four or five tanks were immobilized in others runs it was ten or twelve. In the end I ran those 15 tank tests five times and still felt like I should do it more to be sure I had good averages.

  8. Bail em out the jeep?

    Yep, what George said. The unit the jeep driver is part of does not get an additional floating icon. Most of us are used to having a jeep with a driver an then we add passengers. In that case we see the jeep icon and the passenger icon. However sometimes the jeep does not have its own driver but instead is driven by someone in a specific unit: HQ Support, Platoon HQ, Assault section etc. In that case the jeep icon is the only one visible. If you bail that team out of the jeep you will have an empty jeep (with a jeep icon) and the unit on foot (with what ever the appropriate icon is for that unit).

  9. Mind, as far as the poor TCs go, it seems to me like they're now more vulnerable to bullets than Joe Infantry at the same distance, which... well, I guess they're 2 metres off the ground and it's obvious where they are, but by the same token they're mostly covered by a bulletproof shell of armour. *shrugs* Question for me is how abstract the computer model of the vehicle shape is, and whether that's taken into account when determining whether the TC gets it, or whether the TC is being treated as an exposed infantryman in plain sight high above the ground

    Well, as you probably know, one of the great strengths of BFC is that if you create a test that shows that a TC is as exposed as an in the open infantry man they will have a look at the game. They will act if you can show - with a repeatable test - that something is wrong.

    And I am pretty sure that they do model the tank's armor and the position of the crew. Remember that bug Steve described where the Tiger tank had poorer than expected visibility when it was buttoned up and it turned out to have been caused by the TC sitting in a seat that was incorrectly modeled to be out of alignment with the TC's viewing ports.

  10. What does that Mod do? Dont hav it.

    Vin's Animated Text mod?

    It is great takes those cryptic ASCII text strings that are supposed to tell you which team member is moving, which is spotting, firing etc. and replaces it with a custom font version where the icon for each of the action actually look like a moving soldier, looking, firing etc.

    It is brilliant!

  11. 1. Increased mortality of open tank commanders

    2. Decreased sighting ability of buttoned tanks (which I believe was intended). Seems that buttoned tanks facing or with an arc that encompasses enemy infantry in bocage for example; can spot said infantry at about 50 meters. That's if the infantry are not hidden and likely firing at said bottoned tank.

    3. Increased "bullet magnet" effect of open tank commanders and accuracy of small arms fire aimed at soon to be deceased open tank commander.

    These actually sound to me like longstanding complaints that must've been fixed. Peope had been complaining about infantry's seeming inability to kill unbuttoned TCs and the 'super-spotting' ability of buttoned tanks against infantry.

    LOL BF cannot win can they. I think the patch changes make the game better. Now we have to be careful with tanks running around without infantry support. Which is a good thing.

  12. Now, however, with CMBN 1.10 + CW Module it takes over 6 minutes for the game to load. I uninstalled all 70 of my mods and reinstalled them one by one to make sure that there weren't any problems, but other than the load time increasing directly with the number of mods (1--5 mods: 15 seconds; 6--15 mods: ~1 min; 16--25 mods: 2--3 min; 26--35 mods: 3--4 min; 36--50 mods: 4--5 min; 51--70 mods: 5--6+ min, with the longest load being 6:40), everything seems fine. As an aside, one of my PBEM partners who has the same mods as I is experiencing a similar situation.

    Does anyone have any suggestions on how to reduce the load time back to as it was with 1.0.1, or is this something that others are seeing with CMBN 1.10 + CW?

    I just counted my mods - 92. Wow I did not know I had that many. I have 72 installed in my 1.01 install. The thing is I have not noticed a longer load times. I have not measured it like you have but I do have a 5min screen saver and small games load before the screen saver kicks in - just like with 1.01 and larger games finish loading shortly after the screen saver kicks in. I don't have a game that will not load in around 5min. Worst case the game is ready once I have woken up the screen saver and typed in my pw. I was under the impression that 1.10 is loading faster - but again I have not measured.

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