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Everything posted by Rujasu

  1. Many of the scenarios say it in the description. SF2 is a bit worse in that aspect compared to "newer" titles, but generally speaking you can assume that any scenario without any recommendations plays best when being the attacker against AI, and probably plays fine H2H, too.
  2. I'm not sure there's a good "beginner" battle in SF2. You learn by trying, mostly, and there's plenty to try.
  3. Tried the same and everything worked fine. What I suspect is happening is that somehow XMAZ's install is corrupt. If the map changes between him saving the QB and me opening it, there's definitely bits in places they shouldn't be. The disappearance of the tank company also indicates to me that the data in the save file telling what units to load has gone bad.
  4. Either way, the disappearing units were a diminished Guards tank company both times, and I made sure they don't belong to an expansion. Sadly I didn't get screenshots of the setup from either attempt. Currently trying to see what happens if I make the initial file instead. Edit: Also made sure the tank company spawns as normal in a singleplayer QB.
  5. The engineers do have to be on the action square the mines are in, I think. No clue how long they have to stay there. Mark mines lights up only when there's detected mines to mark. Once mines are marked it's easier for infantry to pass through. No opinion on the last two.
  6. I'd be up for Breaking the Bank, either side. Got another slow-going PBEM of the demo in progress so I have to keep it on my PC anyway.
  7. Pathfinding in general is pretty wonky. Not sure if it's an issue exclusive to SF2 or if the heavily urban nature of it just amplifies things. Case in point, below is a squad ordered to run into the building next to them, and what they ended up doing.
  8. Alright, yeah, the issue is how you described, and telling an unbuttoned vehicle to fire works normally. It's a bit confusing since the gun is manned by passengers.
  9. Like I said, this became apparent in Canadian Club, with the G-Wagon, though I've seen the HMG equipped MTVRs behave the same.
  10. Hate to be pointing out bugs right on release day, but someone's gotta start it I guess. Can't confirm that the problems are universal, but a few things became obvious after trying Canadian Club for the first time. 1) Selecting multiple armored cars and telling them to open up results in only one of them doing so, but the open up button lights up for everyone regardless. 2) They completely ignore all target commands. Both of these are pretty easy to test for yourselves. 3) One of the cars got stuck doing the moving sound when standing still, but that's harder to reprod
  11. Excellent work! Now, which way to the bug report thread? I managed to stumble upon three on the first go. 😅
  12. It's under controls in the options. The functional difference between default is that the camera turns by holding down the left mouse button, and holding down the other does nothing anymore. Also the WSAD keys seem to turn the camera in a random direction in addition to moving it around. It's probably just broken but nobody's ever bothered checking.
  13. Another minor hiccup in The Passage at Wilcox: In the U.S. briefing, what was originally under the "Commander's Intent" header is now under "Enemy Forces," and the Situation text is largely a description of suspected enemy positions.
  14. So, as someone who didn't play SF1, was the air support button always a bit off like this? It also doesn't seem to light up when there's air support available.
  15. I do hope he announces an actual date instead of suddenly releasing, though! I've been holding back my preorder money to check the demo first - you never know.
  16. Official site says they're aiming to release the full game no later than end of this month.
  17. Excellent, I'll let you know when the time comes.
  18. Speaking of, I was planning on PBEM-ing one of them blind, just based on the description in the scenario list. Might as well pair up in advance, so are any F5 abusers here up for it?
  19. If the files are there, the game has to manually check if the client opening the file has all the licenses required for each unit. From there it'd be a matter of making the check only for the side whose turn it is instead of going through all the units on the battlefield. But yeah, as you said they've probably considered it and did whatever they figured would be best for them.
  20. It's all available in the preorder page.
  21. Wouldn't this technically enable you to play base game against opponents with module content, since the save file won't error out because of missing models and stuff?
  22. We're all squirming in our seats here, but it'll come when it does.
  23. The sooner the better, really. Some of the bundle choices aren't from the cheap end, and I'd like to give the demo plenty of time to show if it's for me.
  24. All the games are sold in Game Engine 4 nowadays, so there's no need to buy separate upgrades. But yes, it's mostly down to the preferred setting. Newer games do take advantage of engine features not originally present in the older games, so theoretically the new titles should have a better single-player experience, but I haven't noticed a tangible difference. Personal recommendation from me goes to the CMFI+GL bundle, which is the one I started out with. It's a bit more expensive than just a base game but the content keeps you busy for a long while.
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