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A Canadian Cat

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Everything posted by A Canadian Cat

  1. There are additional factors to, the AFU have smashed more than they have lost via counter battery fire. Plus, my impression is the RA cannot replace worn out tubes as quickly as the AFU can. Just like sanctions it all adds up.
  2. Indeed But wake me up when they actually do it. Don't tease me with hypotheticals and rumors of it being discussed. Just. ****ing. Do. It.
  3. There is no customer facing bug portal to report too. You can bring things up here and a tester - who does have access to report things can verify there is an issue and report it. You can also open a support ticket. So, opening a thread here is a good way to go.
  4. You can see a break down of each campaign on my site here: https://www.combatmission.lesliesoftware.com/FinalBlitzkrieg/Campaigns/index.html In the list you can search for campaigns that require the Downfall module and the see the individual scenarios and the various pathways through the campaign. I am in the process of updating the listing. Final blitzkrieg is up to date now but not everything is.
  5. Indeed the target machine specs need to be carefully chosen. I am fairly sure that BFC will not force us all to upgrade to some 2026 level of tech that we don't even knows the vocabulary for but they will also not likely support really old or low powered stuff just because a handful of people are using it. When I refereed to legacy systems above I really just meant that if you needed to use a 32 bit library that only exists as a 32 bit library or you are fixing bugs in a 32 bit app that your company released years ago. I did not mean it was worth staying with 32 bit programming for new products so they run on Windows 95. That ship has sailed.
  6. Hunt stops when contact is made. That includes spotting an enemy. The decision to withdraw and possibly pop smoke is made by the level of threat and what is known. If a tank gets hit by something and cannot see the shooter they will nearly certainly withdraw. If they spot an enemy and begin to engage it before the enemy does the reverse they will almost certainly stay and fire. All options in between. Crew skill enters into this as well.
  7. I am a coder and 64 bit would be the default for new development. The reason to do 32 bit work would be to support something legacy - either your own code or some specialized library or something. Yes, more working memory would lead to the ability to support larger maps, more forces. In the modern context more memory available for a 64 big application is somewhat decoupled from graphics performance since that would be handled by the GPU. However CM has traditionally used a lot of CPU power for CM specific work so it is unclear how this would play out in a new architecture. At the time the old engine was made GPUs were not as advanced and BFC wanted to make sure the game could be played without top end GPUs. I imagine the considerations will be different now but how that actually plays out in the design I have no idea. I am not a game developer so I lack any insight in how those choices are / could be made in a modern context.
  8. Oh yes it works no problem. Same code distributed by all three methods.
  9. Awesome summary @Andrew Kulin. I added a bit of colour / answered question or two. It's the Matrix account. I'm like you though and same id for both. At first I didn't realize they were really separate but they are - sigh. No, there is no difference. You really need to make sure you do enter your email. I am not sure if you can still log in without it (I think it was during testing that you could at one point) but if you do skip the email you are pretty much guaranteed to have issues. Good tip.
  10. Alas I am still working on the 2.0 release. Or more accurately I am not currently working on it. I will get back to it soon, I hope.
  11. Indeed. I have come to the same conclusion as @IICptMillerII. Plus, in a tournament setting you cannot even reliably contact your opponent.
  12. Oops sorry I thought you were the OP saying that some had upgraded and some not. I get it now. Yes, as you said both sides (all sides) need to be on the same version and upgrade at the same time. To the OP @Tom Konczal you can get that noisy effect when upgrading a saved game or a PBEM. It should go away after a minute or two. If it doesn't then there is not anything that can be done, other than going back to the old version and replay a few turns and wait to upgrade after you are done with your game.
  13. Good post with some good thoughts. Thanks. I like the idea of some places along the wider front get prioritized. By the same token some places can be de-prioritized - I'll skip going through the middle of that field thanks, we'll move around the forested edges instead. Using terrain is super important for sure. I might consider adjusting my usage a little based on thinking about your post. You know it it was "obvious" it was still a good a reminder. We all need that now and then.
  14. No. Steve has said that the engine 5 update will not be an overhaul or replacement of Open-GL. He has said it will be looking for optimizations to make things better but *not* a rewrite. To make our gaming live better. I think that would not be a waste of time at all.
  15. I love your list of just three things. There is an awful lot of stuff / work covered by this one.
  16. What @slysniper describes sounds a lot like how I got an M10 .50 cal to fire:
  17. I just ran into a post I made describing my system: I am unsure if the drop box link is still live. Let me know if anyone wants it and it is no longer working.
  18. You can get that when you upgrade a saved game and run it in a newer game version. It should / usually goes away after a minute or two. You guys should all be playing using the same version. It is normal for playing different versions to not work at all and the few times they do it is no unusual for you to end up with corrupt files. Just don't do it. On windows it is easy to install a separate version so you can run the old one or the new one. So, if you have laggarts you can keep playing them and also have some fun with the new game.
  19. I am unaware of any engine optimizations that are included in the Down Fall patch. What you are seeing is entirely a placebo effect.
  20. Oh ouch. That sucks! We have all suffered similarly at one time or another. It is too late to save this file but may I suggest creating a back up regime. You can go whole hog on backup software and removable drives or you can just have a script .zip up a directory and copy it some where with an incrementing number. I have a set of .bat files on my windows box that I use when working on scenarios so that I an zip up the folder and keep the last 10 .zip files for the project. DM me if you want to talk details.
  21. Yeah. Don't use that method. The HD point is determined by either the final move point or the target specified on that final point. Above, people are talking about the first method. Do not do that. If for any reason you make a mistake your tank will drive to that point - which is nearly certainly not what you want. You may ask "what mistake"? If your tank starts out in a place where they already have LOS to the HD place then it will never stop moving since it never reached HD. So what you do is add your move orders out of LOS of the place where you want to be HD to. Then specify the HD move command up to the crest of the obstruction. Once there set a target order to the place you want to be HD for. This is a bit iterative just keep tweaking until you get the target command set. This way the worst that can happen is your tank stops at the top of the obstruction. Which is much better than driving down the other side and into the open.
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