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simast

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Everything posted by simast

  1. Well, there are things mods can't hide/disable, such as building transparency when there are troops inside.
  2. From what I have seen Bil is going to win this quite easily. I like his play a lot. GaJ seems to have committed to the "boring" flanking maneuver.. And besides, GaJ already lost the armor battle with QB force selection. This isn't the Normandy bocage fighting where you can rely on shrecks and fausts. I am not exactly sure how many 81's did GaJ take - but I assume he has a couple? What he could have done early on is lay out a smoke screen on his left front to slightly confuse Bil. I am sure Bil would have committed more troops on his right side this way. Possibly even re-positioned some of the armor to GaJs advantage. Anyway, it will be fun to watch this play out.
  3. Anyone else running into any issues related to the Face command in the latest patch? Issuing a face command to a deployed heavy MG team in the foxholes makes them go apes, as seen in this video. And I also had issues with the regular quick waypoint and a face command at the end command mix. Once they reach the waypoint my team will occasionally ignore the last face command.
  4. Correct me if I am wrong.. but on the Attack/Defense QB game the defenders have a deployment zone that is covering like half of the map? And if your opponent stuck everything he had in a single victory zone during the deployment phase.. that's his fault.
  5. The shadows have changed. They are lighter now, but still a real performance hog.
  6. Seriously? I don't get the UI remark.. a) This is a free game.. It was created in a 48 hour period for the 2013 Global Game Jam.. But the game is fun Here is another one:
  7. From my experience - you need up to 3 turns to get that white flag and for the unit to disappear. So essentially, if you are on attack - that means you have to move your entire attack line over the surrendering unit - giving the enemy precious LOS info. And how would he be able to get the LOS info back to you (the commander)? Seeing as he is surrendering and most likely can't contact nearby squads over voice/radio.
  8. I haven't noticed any performance difference. I think both games share the 2.0 codebase. Art wise the Fortress Italy game is way above Normandy. You may want to look into Aris terrain mods
  9. They do to soldiers (nice screenshot btw). But not to the armor.. I imagine it's to stop any player abuse. E.g. using a bunch of trucks as a shield wall for some tank destroyers
  10. That is not correct. CPU calculations and 3D rendering of the scene has little in common.. It's just that the first person shooters have massive budgets and lots of developers dedicated to working/optimizing the graphics engine. Personally, for me the current state of CM graphics is "it works". It's horribly lacking optimizations (the draw distance issue, anyone?), but it kind of does the job..
  11. I choose to remain in the same position for another turn (doing nothing from my side) and the mission is now go-ahead. I think what happened is: because of the range and trees and because of the relatively small 65mm Italian artillery rounds - the spotters might have missed a couple of rounds and had to take that extra time.
  12. I have plotted an artillery mission with one of my HQ teams. Now the time is way past overdue and the spotting rounds keep falling (10 spotting rounds fired already). Should I just abort? This is Italian artillery, which takes way to much time to try a new mission again.. I haven't moved the HQ squad nor did it suffer any casualties. And since I was able to plot the line I assumed they will be able to see the spotting rounds. Is the mission DUD?
  13. Well, the Lemon Hill scenario briefing mentioned that the Italian forces came under fire from the hill. And I imagine they did not really had the time to pre-plot the strike, just dismounted and went for it. Might be wrong however... Still, I decided not use the pre-plotted artillery against my opponent. The battle is 60min long, so I do have the time to get the strike ready. Still, it would be great (and logical?) if the artillery observers could somehow take advantage of nearby vehicle radios.. rather than run looking for field telephones
  14. I am playing Italians (Lemon Hill scenario, PBEM) - and was shocked to see I have an off-map asset. Since the Italian HQs don't have any radios - I am guessing they actually use telephone lines and runners? The ETA for artillery is 17 mins! This is silly.. My question is - can I use any of the vehicle radios to call in the artillery faster? As in positioning my HQ team next to a parked vehicle with a radio? Also, does that vehicle needs to be on an adjacent square or can I keep it in voice range?
  15. 29. But that sounds worse than it is. My birthday was a week ago.
  16. Don't think so, from what I have read in history books, only Photoshop 1.0 was available back then. But bad Photoshop is bad, I get it
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