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mirekm61

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  1. Like
    mirekm61 got a reaction from Josey Wales in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  2. Upvote
    mirekm61 got a reaction from Gafford in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  3. Like
    mirekm61 got a reaction from A Canadian Cat in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  4. Like
    mirekm61 got a reaction from Bulletpoint in Weekend Challenge Battle   
    Artillery from outside the AI map can only be brought in the first round. This is a serious difficulty in the scenario. Let AI use artillery during the scenario
    - artillery must be on the map (mortar, cannon)
    - the observer must see the enemy and have contact with the artillery, preferably radio. After a few minutes the area will fire.
    This is to be done.
    You can also enter units with the order to fire the area.
     
  5. Like
    mirekm61 got a reaction from Bulletpoint in Weekend Challenge Battle   
    According to the doctrine, the losses do not matter, the soviet infantry quickly cleared the village,  all15 minutes.
    Next scenario, please, in the day where there is good visibility. CM has problems with spoting especially when visibility is bad, night, etc.
     
  6. Like
    mirekm61 got a reaction from NeoOhm in Red Thunder or Fortress Italy?   
    CMRT covers the summer of 1944, both interesting. CMFI + GL have a Mont Casino.
  7. Like
    mirekm61 reacted to 37mm in Unofficial Screenshots & Videos Thread   
  8. Upvote
    mirekm61 got a reaction from Snake726 in They meant september of next year!   
    Hi
    For everybody interested, how the boss at work to determine how much it will take us to complete the task. It is possible to self-advise BFC how to determine the date of release of the game.
    At the beginning of August, the boss asks when we are finishing the project, we know from our previous work and experience that it will take us 2 months. We, however, answer the duration of the formula:  time x 2 plus half the time. In this case, it's 2 months x 2 = 4 plus 1 month, which means we get 5 months. The boss can shake his head for a long time, but you know he will not do it himself at the time.
    Now we can act smoothly and the thread does not bother us. If we do it sooner then everyone is happy, and we can tell that we were doing after hours, nights, on weekends to speed up, etc.
    Sorry my english.
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