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GI Adelscott

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Everything posted by GI Adelscott

  1. We are not absolutely sure, but have found some problems with infantry trying to dismount or move from a bunker. We have done some test and we have found that this problem it only occurs in PBEM games.
  2. Well, not apparently. Moving vehicles you can plot a waypoint whatever you want, or nearly, but when you plot the movement for infantry you can't doing it at the same way, because the waypoints must be in specific points of 8x8 grid. Or at least thats my impression...
  3. It's not a limitation for vehicles, that in other hand, are solid and unitary stuff. The question, and i think you are not able to answer after all, it's if the movement of those units could be coded -regardless if its a huge affort or not- to work in the same way as vehicles.
  4. I'm not talking about to put every single man in a squad where you likes, but to get that this panzerfaust goes just (and not beyond) to the corner of the house to have LOS to some street o whatever. So the question here is if the movement of small units (i mean especialist teams like bazookas, snipers or arty observer) could be coded as the vehicles ones.
  5. We already have a face command. I'm talking about some situations which a sniper or an AT team don't have LOS by one or two meters. If you want to move them you have to choice a waypoint 8 meters ago from their actual position. Of course you could choice hunt order, plot 8 meters closer to the enemy and pray for the next minute, but it's not the perfect solution...
  6. ... for small infantry units in the same way that vehicle units? I agree whit the fact that a big infantry unit (i.e. 4 or more men) don't need to go to an specific point, but an sniper or an AT team would, and it's very frustrating to need them for a little move of one meter being impossible to plot it at the actual time. But if vehicles can plot such short movement, it would be impossible to made any change for this sort of small units?. Probably you have to read the paragraph twice to understand it. Sorry for my english...
  7. Rhino shermans can breach about 10 (+-1 probably) bocage before they brake their tracks, regardless the speed they drive, experience of leadership. I did very few test but i think it could be have a little difference among models, but i can't assure that.
  8. In my opinion the best video AAR i ever seen. fantastic job Joselillo!!!!!!!
  9. Hi dude. I tried a map from Vierville sur Mer until I realized I had to do a map from Vierville _manche-... The main problem was to find elevations measures. I didnt found them at the french page (they haven't the whole country with such measures) so I take them directly from Google Earth. I take a screenshot from the map, I printed it, I drawn a grid (50 x 50m) and I toke the elevation measuer in every sigle intersection. Then I went to the editor, did a map with similars dimensions as the screenshoot, drawn a grid with "dirt" feature over the green grass and gave the same numbers I had token. The result was an extremly realistic relief. I can send you my template with 50m x 50m grid in a 1km x 1 km map
  10. Well it's already probably asked in this thread, so, if is it the case, i'm sorry... A friend and I we are doing a serie of scenarios based in 101 div. combats in very realistics map (at least as realistics as possible) based in google earth maps. The actual editor it's a powerfull tool that makes possible to built really nice maps, but we miss some important stuff (in our opinion) anyway. In example: - high fences, already present in cmx1. It's very common in this environement, especially to both sides of roads. You can simulated it with high bocage but, in this case, it's not passable for vehicles and infantry (but by "doors"). - low wall plus high fence: very common in urban environement. It will provides cover as a low wall and hide as a high fence, - low wall plus high fence and ¿railings?... - Sunken road with high fences in both sides...: it's posible to simulated it deeping the tiles of road and having bocage to both sides, of course, but the result is not as claustrofobic as it could be. It's also posible to built really narrow roads in others ways but without sink the road. - And... well at least one type of french tank, somua, renault or so... You know, dreaming is free...
  11. I think the point in this subjet is if walls are working as BFC supposed. As they are the designers maybe they have modelled walls to work in the way they do, but it's also possible that BFC was as suprised as some of us with the results of test... Any answer about it?...
  12. It's not a just multiplayer problem. I think every single tile with trees can change a bit for every time the game load an especific file. In the pictures above its obvious that they have changed their position but the number of trees are the same. I suppose the trees haven`t an especific position in tiles.
  13. The tanks are going up through the slope and when they are on the top they discover some german guys down in the grassland. Their canons are aiming to the sky but they have no problem to smash the germans anyway... Are the maximun and minimum elevations angles modelled?
  14. I used "Snag it" ti take screenshots, buts it seems it doesn't works while running CMBN, so I use Fraps. The free version save the shots in BMP format, but you can edit them later and save them in jpg or whatever... (I use "Snag it" for it).
  15. Last scenarios i'm playing i'm traying to cure the more wounded soldiers I can, even going slower or even leaving or dedicating squads to this dutys. And the ratio between dead and wounded decrease spectacularly. Last scen I've played I had 2 dead men and 17 men wounded. Big success to get that. I got more funny getting this than getting the objetives... So, now I'm missing such order as dragg away wounded people, to be able to cure people just a bit far away first line fire. It would be possible in a far far future (or not so far...)?.
  16. Well said, that's a point in this subjet. Type of terrain could be essential to determinate the mortar damage, but it seems as it have't any difference. Hey, we are asking them such a level of detail that probably they are wonder themselves if they have done a good bussines making this game so good...
  17. Back to the subjet of the thread. It's supposed that AP rounds haven't any blast power, have they?
  18. Ok, now I've understand it. So, as you says its possible to design a campaign to be played by two players. That's nice:) The point was, as actual campaigns seems -IMHO- a bit easy for veteran players, it would be a good challenge to play them against a human opponent.
  19. Well, thanks for the answer Sergei, but I fear I'm not express myself clear enough. Sorry about my english, people... I was refering to the campaigns already in the game. If i'm not wrong they can't be played by two players, even you can't choose the side, but actually this is not a problem to me. I'll actually enjoy a campaign game against a human opponent playing with germans, even without any track by mi side, just with the pre generates setups and situations. I wonder why this chance is not possible. Probably i'm wrong but if the game has only to keep tracked one side (the americans, ok, no problem) it haven't to have a big problem to implement it...
  20. It will be possible in the future to play any two player campaign?. I don`t care about if only american units are tracked, like now, but I think that campaigns it would be more interesting it were able to fight them against a human player.
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