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Endymion

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Everything posted by Endymion

  1. Politely asking for features making it easier to make 30, 50, even 100% bigger QB games than possible right now or even asking for 2v2 battles (at a tactical level) is NOT pushing for operational level. No idea why you got that idea from... Anyway, it's not worth arguing over it now is it? Battlefront will either incorporate stuff like increased QB limit, editor point values (useful for single player scenarios as well btw), 2v2 capabilty etc. or they won't, their decision. Simple as that and nothing we say here will probably influence it
  2. Well, if you ever look at increasing QB point limit and point values shown in the editor that'd be awesome and if you can squeeze it somehow in the features for 3.0 I'll be a happy puppy If not, well, I'll have to manage somehow without it
  3. Steve, would it be a problem to at least increase the number of troop points allowed in QB interface? Alternatively, could we have point values shown in the editor? Both would make building larger battles (20, 30k per side etc) much easier. Also, where does tactical end and operational begins? A map 5x6km or a 4x7 is practically asking for troops worth 30 or 40 k per side Tbh anything less than 20k will be lost in all that empty space... Is that still tactical though? I believe so as what we're looking for is CM detail and focus on micromanagement of individual squads and vehicles, just with more troops than it is possible now. Anyway, I know it's not your main focus but would it be possible to introduce at least a few things that would make life easier for those who would like to use larger maps for larger battles, ie. more troops allowed in QB interface or point values shown in the editor troop choice? Would that take a lot of work to tweak? (I honestly don't know...) Also, I think introducing modes like 2v2 doesn't mean CM is gonna go operational. For realtime games it could mean a company for each player making it easier to control the troops. Question is, how much effort it is to change the engine and netcode to enable more than 2 players in a game. I do think WEGO 2v2 would be easier to create but again, it's up to you guys to decide, I believe it could be worth it though and create more interest in CM games among those looking for some coop experience.
  4. This is really awesome stuff. We've been playing a 2v2 large scale multiplayer battle recently (setting up another one right now) and I gotta say that it brings something to the game that a normal 1v1 does not have. The fact you can go such large scale (20 or 30k per side for example, easily accomodated on big master maps) and that you need to rely on your teammate as you don't control all of the forces is pretty amazing. You guys bringing an offmap commander to the mix is a really nice idea though I imagine he may be a bit bored at times I wonder if multiple people per side modes could be easily introduced to the game engine with separate passwords and troops split between players and not shared control over, perhaps with iron mode spotting between them... I imagine quite a few people could be interested in battles like that, also realtime, but I've not idea how much programming effort it is to make it an officially supported game mode. For now I'm grateful CM games give us that ability anyway, even if you need to play with the editor a bit, it's definately worth it
  5. Sure, controlling 2 battalions or even more is perfectly ok in WEGO (not so much in realtime), but the problem is the current limit of 7200 points in QB interface. Above that you have to toy with the editor, which is not difficult but still a chore, especially that you can't see point values in the editor like in QB UI On a map which is 5x5km or 10x3km it's not a lot. Increasing the QB limit to around 15-20k per side for such big maps should do the trick for most battles and those looking for really huge ones can still use the editor for it. IT's a small change but very needed imo if the map sizes are gonna be increased in 3.0
  6. That would be an awesome feature. We can currently play large 2v2 games (for example 10k points per player or more) in WEGO mode and overcome the game limitation by using the editor to purchase more troops than QB inteface allows and then sharing the savegame password between teammates. But if the game allowed for QBs as big as 20 or 30k points per side there would be no need to play with the editor for game setup. Granted, it's not difficult to do it but not everyone will attempt that. (for anyone who has not tried it, it's pretty awesome and even more fun that normal 1v1 games ) If the game had a built in 2v2 mode for choosing and commanding the troops that would be even better. I can bet realtime game fans would also be happy about a feature like that, for easier handling of bigger armies whether in coop or H2H modes. If the game could also use sort of Iron mode spotting, so that you could only see the untis of your teamate that your own can spot, now that would be something But I'd be happy anyway if increased map sizes also means increasing the QB point allowance. PS. As one very good map maker I know mentioned, for the bigger maps the editor could use some addtional tools, ones for easy placements of randomized forest patches for example etc., making the whole process much less time consuming.
  7. Actually, as the guys in Mods subforum indicated, in the current game version it's actually: smod_american_m42-para_uniform smod_american_boots-para smod_american_helmet-para Sorry, I should've said I got the answer already, but thanks for the effort!
  8. Yes Umlaut, just delete what's in the brackets according to which formaction you want. If you want to have only 101st uniforms then delete [holland 101st] from both file names so that only smod_american_m42-para_uniform and smod_american_m42-para_uniform 2 are left. Then you will have green 101st uniforms for US paras in any scenario or quick battle. I hope this helps
  9. I also found out I can use Holland uniforms for any paras in QBs etc. if I explode them out of normandy 2.10.brz and swap the names to smod_american_m42-para_uniform Thanks again for the tip!
  10. Thank you very much mjkerner. Although after I exploded the file and looked at the uniforms I can swear these are not the ones I'm seeing in game...Perhaps it depends on theater etc. I'll try experimenting a bit. Thanks again!
  11. Hello, I originally posted this question in general discussion but then thought this might be a better place. I tried searching for proper uniform file names for US airborne but I seem to be unable to find them anywhere...I know the naming for army units, even for british paras, but US airborne evade me.... This means that I can't get any unform mods to work for this formation. Does anyone know how the files should be named exactly for uniform, boots etc? Thank you in advance!
  12. Hello, I tried searching for it and could find most proper uniform file names but I seem to be unable to find the proper file names for US airborne. This means that I can't get any unform mods to work for this formation. Does anyone know how the files should be named exactly for uniform, boots etc? Thank you in advance!
  13. You beat me to it, wanted to ask the same thing since I bought GL yesterday and was looking for this map in the available ones but could not find it...
  14. Is there any way to make your M10 mod from CM:BN work with GL? I tried using it but the game does not seem to use the files.
  15. I'd leave that as a setting, since some people (including me) would actually find it fun on "Iron", having to communicate via voice comms on only approximate positions of the friendly battallion. Sound contacts from friendly or enemy units would show as the same icons so you'd never know who that is unless you'd get a positive id - that tank which you hear moving down the road could be friendly or not. Anyway, the limited awareness, being part of a greater whole but without the knowledge you get if you're the sole commander, and having to coordinate actions between players without full intel would be one of the best things for me in such a mode.
  16. The thing is, you would only need 1 or 1,5 hours to finish a battle in real time. Getting people together , even from different timezones is doable for such a period of time. It's way different from Wego where I sometimes spend 30 minutes or more on a single turn moving my troops in a huge battle for example, checking different possibilities, waypoints, lines of sight, micromanaging everything. So a Wego battle can take much longer, many hours, though dispersed in time.
  17. Awesome idea. Probably won't happen unless Battlefront change their minds about it but a nice one nevertheless Real time games would finally be manageable in some sort of strategic manner and having to cooperate with others would do much to make the games more interesting. Intel and communication would be crucial, especially if played on "Iron" difficulty where you'd be sure only of your own squads position and would have to "spot" other friendly units. This would allow for so many possibilities, I just wonder how difficult rewriting the multiplayer code to allow for it would be.
  18. Hmm, that would actually be nice. The reason I never play RT is because that would simply be a waste of time in battalion sized battles which I like playing with other people. Heck, you'll probably not be very effective controlling anything above a company and even then it'd be a struggle with lots of randomness and "forgotten" units left on their own for extended periods of time. But if one player only controlled something platoon sized then it'd be manageable. And "Iron" difficulty mode would actually make sense if you could only see clearly the units you control and not be sure even of the rest of the company/battalion positions unless you got line of sight etc. Also, not sure how difficult such mode would be to code though.
  19. And try to command a battalion worth of infantry + 8-10 tanks against a live opponent commanding similar forces? No thank you.
  20. Agreed, that would be a very useful feature.
  21. If one did not install 1.11 before installing 2.0 can they do that now? Or would I need to reinstall the whole game? Anyone tried that?
  22. Sfx 1.2.5 is a definite must have and compatible with both CM:BN and CM:FI. The gun sounds are just brilliant but it contains a lot of others as well. http://cmmods.greenasjade.net/mods/4795/details
  23. Fully agree, that would definately be helpful for machine guns etc.
  24. I'm sorry Steve, perhaps I got carried away a bit with the language there. Althought I merely responded to continuous more or less veiled insults and belittling by one poster. Nevertheless, I should have used different words perhaps. Anyway, this really is getting nowhere and derailing the thread. So I'd ask the same, JonS, if you do want to discuss normally then do it in a decent manner not your current tactic of trying to use cheap tricks, mostly by trying to insult me. Otherwise we can skip the whole quarrel as being utterly pointless.
  25. Whereas reducing your arguments by calling someone a nazi sympathizer despite all evidence to the contrary or other tactic to belittle discussion opponent is perfectly acceptable?
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