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Jock Tamson

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Everything posted by Jock Tamson

  1. Ah, ok, so on levels below Iron, the visual C2 is purely based on distance.
  2. Based on the frequency of my current playing: CMFI/GL - feels like there is a lot of content, V3 re-sparked my interest, feels like a bigger theatre, lots of different weather and challenges. CMSF - the old engine can be frustrating but it is so very atmospheric, masses of content, performs well, Red v Red seems very contemporary, some great new mods out (Kieme's HD graphics), can't wait for V3. CMBN/CW - lots of content, loads of scenarios, more familiar equipment. CMBN/MG - street battles versus AI often betray engine shortcomings, begs for an operational layer to add some context - overwhelming odds are fun if you feel you are making a last ditch effort that has a subsequent effect on the overall situation. CMRT - just hasn't grabbed me. Maybe a winter theatre will.
  3. What is the actual effect in game of LOS to friendlies lost in Iron mode? I know what it does to the player when giving orders etc, but what effect does it have on player and AI units? - do they suffer morale losses, for example?
  4. True, but there have been TACAI changes in patches for later CMX2 titles that came later than the last patch for CMSF. These alone would improve the CMSF experience. I am really looking forward to the QB Force Purchase changes etc coming to CMSF. There is so much content in that title, it is frustrating that a lot of it is quite inaccessible unless you go into the Scenario Editor.
  5. This is a great mod, thanks for your hard work. I can thoroughly recommend using Vein's and Aris' Effects mods from the other CMx2 titles alongside it eg http://cmmods.greenasjade.net/mods/5258/details and http://cmmods.greenasjade.net/mods/5182/details
  6. I like to RTS until there is contact, then when there is contact I plot intricate turns similar to WEGO. The reason is that I find WEGO advance to contact very tedious. Because, really, you have to plot quite carefully to prevent unforseen disaster. You can make a broader brush stroke company advance under RTS then as soon as there is contact you pause it and move more carefully. The ideal, for me, would be to be able to toggle the game out to WEGO when desired, which would remove the temptation to be overly reactive.
  7. To the tune of Lili Marlene: We're the D-Day Dodgers out in Italy - Always on the vino, always on the spree. Eighth Army scroungers and their tanks We live in Rome - among the Yanks. We are the D-Day Dodgers, over here in Italy. We landed at Salerno, a holiday with pay, Jerry brought the band down to cheer us on our way Showed us the sights and gave us tea,. We all sang songs, the beer was free. We are the D-Day Dodgers, way out in Italy.[2] The Volturno and Cassino were taken in our stride[3] We didn't have to fight there. We just went for the ride. Anzio and Sangro were all forlorn. We did not do a thing from dusk to dawn.[4] For we are the D-Day Dodgers, over here in Italy. On our way to Florence we had a lovely time. We ran a bus to Rimini right through the Gothic Line. On to Bologna we did go. Then we went bathing in the Po. For we are the D-Day Dodgers, over here in Italy. Once we had a blue light that we were going home Back to dear old Blighty, never more to roam. Then somebody said in France you'll fight. We said never mind, we'll just sit tight, The windy D-Day Dodgers, out in Sunny Italy. Now Lady Astor, get a load of this. Don't stand up on a platform and talk a load of piss. You're the nation's sweetheart, the nation's pride We think your mouth's too bloody wide. We are the D-Day Dodgers, in Sunny Italy. When you look 'round the mountains, through the mud and rain You'll find the crosses, some which bear no name. Heartbreak, and toil and suffering gone The boys beneath them slumber on They were the D-Day Dodgers, who'll stay in Italy.[5] So listen all you people, over land and foam Even though we've parted, our hearts are close to home. When we return we hope you'll say "You did your little bit, though far away All of the D-Day Dodgers, way out there in Italy.
  8. The phrase is generally believed to have been coined by Lady Astor in the House of Lords with reference to 8th Army veterans in Italy. The context may have been the mutiny at Salerno. Edit: no it can't have been because that was before D-Day - doh!
  9. Answered it yourself - won headlines, lost the German 10th Army.
  10. If you are going to play head to head, it is really a case of deciding which theatre you prefer to start with. If you buy Normandy or Italy, definitely buy Market Garden and Gustav Line as well as they nicely round off those two games and most prospective opponents will have them. Also definitely upgrade them to Version 3. If you are going to play single player, Red Thunder's scenarios and quick battles are already scripted to take advantage of the additions that Version 3 brings - specifically, AI triggers, which improve the single player experience against the AI. That said, the single player experience is still pretty good in the other games. The other games have these triggers available in the editor if you upgrade them to V3, but there are not as many V3 scenarios available for them - yet; they will come, courtesy of the community. I have all 3 games, upgraded to V3, and play only single player, and currently my favourite is CMFI with Gustav Line as there is an interesting mix of terrain and units.
  11. I would like to see more hardcore options: Tracers only appear for weapons that historically would have used them. Locked camera - to move the camera during planning and replay you have to select a unit and then you can't move the camera more than, say, 100 metres in any direction from the selected unit's position. I wouldn't limit it vertically. Plotting limits - moves can only be plotted a maximum of, say, 300m from the unit's position to limit the amount of line of sight checking that can be done on the map during planning. These wouldn't appeal to everyone but they might particularly appeal to people like me who only play the AI. The camera and plotting suggestions might appeal to H2H players who want a game where their units can not be so easily scouted out by noise during replay, and which would introduce challenges with terrain management.
  12. Mods mean that we can all have a game that looks exactly like we want. My game has effects (Vein), sound (Waclaw), vehicle graphics (Aris), uniforms (Vein), scenery (Aris), that are all exactly how I want. Why would I want to pay for a game that can only look how you want?
  13. As a single player, what I would really like to see is the ability to switch between RT and WEGO mid game. I prefer RT in the early stages of the game, then when there is contact and, particularly, CQB, I prefer WEGO style turn plotting and replays. I guess the half way house would be a replay feature in RT.
  14. I hadn't played CMFI at all since CMBN came out. However when V3 arrived I felt I had to upgrade, and I bought Gustav Line at the same time. And I have to say, I am really enjoying it! I think maybe it is the addition of winterized terrain, it adds something new to the mix tactically and gives the eyes a rest from all that green. Hoping that a few scenario designers may revisit CMFI V3.
  15. I would love for the scenario designer to be able to offer the player a pool of units to choose from up to a certain total value. The designer would limit the pool to units that they felt wouldn't unbalance things.
  16. Just ran a quick test: Armour with hunt and yellow covered arc - stops when any enemy is sighted Unbuttoned armour with hunt and purple covered arc - stops if incoming fire threatens commander, otherwise stops if enemy armour sighted Buttoned armour with hunt and purple covered arc - stops if enemy armour sighted or if incoming fire threatens vehicle eg Panzerschreck
  17. I think there is a really nice idea in here.
  18. Why are we testing CMBN 2.12 when the OP has reported the issue in 2.2 ?
  19. I'm not sure that it does "react". I seem to remember that all of its moves are plotted at the start of the game. Any changes (eg a vehicle reverse from contact) are down to the TacAI. I'm sure someone will correct me if not so though. Arguably if you plot 3 mins of moves for your troops and then don't adjust them you are giving the AI a better chance, in that you are hamstringing yourself.
  20. A lot of players would put a waypoint from one of their units on that spot, then stretch a targeting line from it to see what the line of sight is like. If you didn't know you can stretch target lines from waypoints, this may be the key you are looking for. When you do it, it will look like the target line still emanates from the unit however the information it is giving you is from the waypoint you originated it from. This is how you find hull down positions, for example.
  21. Curious one. Have you tried running the test with the Hyperthreading switched off in the BIOS ? Double checked the new drive is using AHCI ? Any AV software running on the new box that wasn't on the old ones?
  22. The OP knows it's a lot of effort to create a scenarios and campaigns. He feels BFC should have included more of them for the money he's spent. That isn't an unreasonable view, we all have different expectations - the product page for RT doesn't actually say how many campaigns are included. I would imagine that is why he objected to being advised to make his own.
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