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BornGinger

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Everything posted by BornGinger

  1. I've had similar things happen to me with .bmp pictures in the editor, so I thought that Microsoft Paint would save the day for you.
  2. Maybe try to open the picture in Microsoft Paint and save it again. That could possibly solve the issue.
  3. Didn't Steven say in an interview that he'd like to make a science fiction game? Maybe one day we'll see a game with those robots from films of the '50s and '60s and human characters dressed like in Moonbase Alpha, Flash Gordon and other tv-shows that @Battlefront.com Steven used to enjoy as a little boy.
  4. Every time there's an abandoned anti-tank gun in the game, belonging to either my troops or the enemy, I wonder what the reason is for this rule which says that a gun crew that are leaving a gun to avoid getting killed aren't allowed to man the gun again. If it is for so called "reasons of game balance" the question is what the game balance is in a situation where: A tank is approaching a house where an anti-tank gun is hiding in the corner of it. The gun crew shoots at the tank but misses. Almost immediately after that, and at the same time, the tank is shooting at the gun and the gun is shooting at the tank. The gun hits the tank and the tank crew gets scared and leaves the tank although it isn't destroyed. The tank hits the corner of the house and the gun crew gets scared and leaves the gun although it isn't destroyed. In the next few minutes both the tank crew and the gun crew feel brave enough to continue fighting. The tank crew is allowed to climb into their tank and continue the attack but the gun crew isn't allowed to climb onto their gun and continue their defense. Where is the game balance when a gun with more than two wheels, and which also is much quicker and more mobile, is of more importance than a gun with only two wheels? I hope there will be a change to this behaviour so that gun crew can man and use their gun again although they have left it for a few seconds or minutes.
  5. I think it means that USA and NATO keep on dreaming about turning their cold war with Russia into a hot one and try to convince other nations to sign up for an attack. Their mindset is apparently: "If their's no success with Iran, maybe it will go better with Russia".
  6. I have noticed in a quick battle I'm playing that the arrival of spotting rounds and the time it takes for the spotter, officer or FO, to call in "Fire for effect" often seems to be depend on the status of the spotter. If his experience isn't too good and if he's either nervous, shattered or the third option I forgot, the time to call in fire for effect takes longer time. I just don't understand why a nervous or shattered spotter should take longer time to direct the spotting rounds as he's far away from the enemy when doing it.
  7. Maybe this type of on map SPW could help to reduce the time for artillery to arrive for the Germans in the WW2 games? But they would maybe be viewed as giving them too much firepower?
  8. ... although a thick fog in the WW2 games doesn't seem to do much to make it harder to spot the enemy or to be spotted by them even from a long distance.
  9. Cold War is finally on Steam. Is that PBEM functionality mentioned above incorporated with the Steam release so the demo can be put up for download or is there another couple of months 'til then?
  10. I'm still waiting for the CM Cold War demo. Now when that game finally is on Steam the demo should hopefully soon be up for download.
  11. It looks like the tank in that article is a Tiger II. But maybe those who wrote it don't know much about the difference.
  12. That's the reason why it's good to use halftracks and lorries. If there was motorcycle platoons or at least motorcycle teams among the Special Units section, or what it's called, we could use them as scouts before the lorries and/or halftracks with soldiers roll into an area. The movement will go quicker on huge maps and the motorcycle scouts will hopefully have spotted any enemy troops lying in waiting for an ambush.
  13. I was on a night shift and put the blame on that instead of blaming my lousy maths teachers in school. Because it can't possibly be me who was thinking adding instead of multiplying without being too tired to do it right.
  14. I have mentioned some time ago that I'd like the action squares to be smaller, for example 4 game m2 (2m x 2m) instead of 16 game m2 (8m x 8m). This would make it easier to place your pixeltroops on more functional positions instead of having them on a position where they can't do what you intended or are too visible to the enemy.
  15. The change of this behaviour could be done with a "if... then" function code, we can call it "find a new way", which would do its magic in the background. If the designer makes a movement to the AI-group in the editor so it for example moves into a building and when in the battle it turns out that the Player has pixeltroops shooting at the AI-group while it's following the designer's movement the suppression window shows how much pressure this AI-group is suffering from. In this situation the "find a new way"-function could kick in to order the AI-group to not only run away to try to follow that same AI-order again at a later moment but to withdraw to avoid being under suppression and move into that building by following an alternative way. This alternative way could maybe be something the scenario designer adds when the AI-movements are being done. This will of course mean more work for the designers but could also make the AI behave a bit more like a human opponent.
  16. The Combat Mission games are quite outdated so it's only on par with it that the system is as well.
  17. Did the frying motherboard fry the harddrive too? If it didn't and you haven't chucked the harddrive you could possibly make it into an external one and get everything back.
  18. Are you sure it was a quick battle map? Maybe you looked through a few scenario maps in the editor before or after you were having a look in the quick map directory?
  19. Wasn't it also quite slow to shoot with? I think I read somewhere that it took a while to make it ready to shoot each time. Or was it maybe another one of the Soviet behemoths that was slow?
  20. Maybe you could invite one of those who record their H2H battles and upload them to YouTube for a battle on this map so those of us that don't have Red Thunder can get a proper view of your map? The saying that goes "a picture says more than 1000 words" could maybe be championed by "a youtube video says more than 1000 pictures".
  21. There is also Systransoft translator which sometimes translates better than the google translator. A mix of both could maybe give better results.
  22. Every one who is making a scenario here has once upon a time been completely green in making scenarios. If you don't give it a try you'll never get over that state called "completely green". Give your idea a go with the scenario editor and your pixel troops might be home from the battle til christmas.
  23. You can take some of each idea and make a scenario that is "Meh Super".
  24. When I take a look at towns and cities in my copy of Final Blitzkrieg I often feel that they seem unfinished. There are quite a few things that could be added to the scenario editor which would help to make cities, towns and villages look better. One small thing that I think could make a great change would be to add pedestrian walks to the editor. It is possible to use for example cobbled stone tiles for the streets and other tiles to serve as pedestrian walks. But that method still doesn't make the streets look the part.
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