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LemoN

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Posts posted by LemoN

  1. Nope, taken straight from the history books. Trotsky started it in the civil war to prevent retreats. In WW2, the NKVD patrolled all the rear areas to make sure no one retreated or deserted. Anyone who was found without valid written authorization could and often was summarily shot.

    O RLY?

    Seriously, please learn to read in the future. I never doubted their existence, I just stated that they didn't operate anywhere near the way you see it portrayed in western films, or the way you implied first.

    They were NOT used the way you see in D:EATG and the way you implied in your first post, there were no MG detachments in the frontline to gun down anyone who got back from a failed attack. Their primary job was in defensive operations to prevent stragglers and deserters from spreading panic and confusion. Most of the time they didn't even shoot them but detained them and returned them to their units later on or put them into penal battalions. Only when there was no action they usually straight out shot the subjects since they were, most of the time, deserters. I'm not justifying it, but the way the blocking detachments are portrayed in western pop literature is simply false.

  2. the NKVD is behind him ready to shoot him on the spot if he retreats, but certain death awaits him if he charges forward, how tempting is it to just lay low and wait to see how things turn out?

    Watch less D:EATG. :P

    While it is true that the Soviets used blocking detatchments, those were intended and used against stray deserters, not whole units. And I highly doubt that anything as portrayed in D:EATG ever happened. Hollywood syndrome.

  3. If you've got two facade walls butting and one of them has a door or a window in it the AI treats the facades as though there was a connecting door or window. With modular building types the designer can adjust the two facade connections to match-up to eachother, and often spends a LOT of time doing just that. Independent buildings are... well... independent If a door/window facade gets butted up against a no-door facade that's 'designer error'.

    He's not talking about the windows to the right hand side.

    Click the first screenshot and look at the textures of the front outside wall. There's clearly a walled up window right in front of the guy aiming out of it.

  4. Since I'm playing almost exclusively against human opponents I'd like to ask the RT players how you manage to play the game without pauses.

    We play Tiny and Small, IE between 800 and 1300 points. Anything above that get's so incredibly stressful that it isn't any fun anymore, and small can be a bit much to handle at times too...

    Generally, I prefer single-player RT with loads of pause, the best system in multiplayer for me personally would be TCP/IP WEGO or RT with pause.

  5. Showing the damaged part visually for textures is a lot of extra graphic work that was better spend on other areas of the game. I'm sure BFC will look at this issue for the near future and come up with a diabolical plan to implement some degree of visual deforming damage on vehicles without killing resident Wallaby artist Dan with work overload. :)

    Seriously, that would only require 4-5 small textures which really isn't a lot of work. A skilled artist could easily create them in a day's work, with a couple of hours prior.

    The rest is coding, which is probably the reason why it's not in.

  6. One possible solution would be if BFC would allow a select group of people to adjust point values.

    That way there could be a mod that is downloadable while basically leaving the hassle of debating and adjusting the point values to the community. :)

    This way any whining will not be directed at BFC but at the guys who created and maintain the mod. ;)

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