Melnibone Posted April 4, 2008 Share Posted April 4, 2008 Originally posted by Rollstoy: A new burning vehicle effectThat's a good one - the current effects don't seem to fit in with the rest of the great graphics to me. 0 Quote Link to comment Share on other sites More sharing options...
Webwing Posted April 4, 2008 Share Posted April 4, 2008 After watching Ross Kemp with the British in Afghanistan I came to the conclusion that water is essential! I want my soldiers to have a swim and relax after a good fight! - 0 Quote Link to comment Share on other sites More sharing options...
Halberdiers Posted April 4, 2008 Share Posted April 4, 2008 Water and Air Assaults: Yes please. 0 Quote Link to comment Share on other sites More sharing options...
Kwazydog Posted April 4, 2008 Share Posted April 4, 2008 Originally posted by Cpl Steiner: Now I hear even that isn't enough. Apparently water is simply a taboo subject because BFC's self-appointed minders say so. Steiner I am not too sure what you are referring too here, the members you have been responding too directly arent testers if that is what you are implying. They are just expressing their opinions as were you. Water will come, but we are waiting until we have the time to implement it properly, both visually and technically. We could just colour a tile blue and call it water (players can pretty much do this now with the marsh terrain if they like), but we are hoping to be able to do something more. Dan [ April 04, 2008, 03:17 PM: Message edited by: KwazyDog ] 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted April 4, 2008 Share Posted April 4, 2008 Dan, Thanks for your reassurance and for giving me hope of something a bit better than CMx1 style blue tiles, even if we have to wait a while for it. No big deal, I can wait. I wasn't implying other posters were in any way connected with BFC or on the testing team - that's why I chose to use the phrase "self-appointed". I guess I was just letting off a bit of steam as arguments in these forums seem to kick off over the slightest thing these days. Thanks once again for a glimpse of what we might expect and when. 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted April 4, 2008 Share Posted April 4, 2008 Is water *really* important for operations in Eastern Syria? (Just curious) 0 Quote Link to comment Share on other sites More sharing options...
Holman Posted April 4, 2008 Share Posted April 4, 2008 Originally posted by Childress: Is water *really* important for operations in Eastern Syria? (Just curious) Nope, which is why it's on the list for later. IIRC, BTS has already said that the Marine module will include amphibious tracks. I think there's an implication of water involved in there somewhere... 0 Quote Link to comment Share on other sites More sharing options...
Kwazydog Posted April 4, 2008 Share Posted April 4, 2008 Originally posted by Cpl Steiner: Dan, Thanks for your reassurance and for giving me hope of something a bit better than CMx1 style blue tiles, even if we have to wait a while for it. No big deal, I can wait. I wasn't implying other posters were in any way connected with BFC or on the testing team - that's why I chose to use the phrase "self-appointed". I guess I was just letting off a bit of steam as arguments in these forums seem to kick off over the slightest thing these days. Stiener no worries, and yup things have been getting a little heated a little too quickly over the last few months. Hopefully we are just about to the point there we can look more so towards the future of the CM series than focus on the past and I think we are starting to see the overall tone of posts head in that direction. And yup, I know Charles is hoping to do more with water in CMx2 than a simple blue tile, which is why we decided to hold off until there was time to do it justice. Time will tell as always Dan 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted April 4, 2008 Share Posted April 4, 2008 Originally posted by Martyr: </font><blockquote>quote:</font><hr />Originally posted by Childress: Is water *really* important for operations in Eastern Syria? (Just curious) Nope, which is why it's on the list for later. IIRC, BTS has already said that the Marine module will include amphibious tracks. I think there's an implication of water involved in there somewhere... </font> 0 Quote Link to comment Share on other sites More sharing options...
dan/california Posted April 4, 2008 Share Posted April 4, 2008 The single biggest thing that doesn't require cloning Charles to get done is event based triggers in the AI programming. This would ad a fantastic amount of depth to the whole game. Steve has brought it up before but I have no clue where it is at on the list. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted April 5, 2008 Share Posted April 5, 2008 I concur with dan/california on this point. Along with water, I would suggest including burnable terrain . It may improve tactical diversity too. 0 Quote Link to comment Share on other sites More sharing options...
pad152 Posted April 5, 2008 Share Posted April 5, 2008 I wonder if quick battles will ever be fixed/improved, like the ability to select/purchase units along with a better unit OOB. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted April 5, 2008 Share Posted April 5, 2008 I'd still love to see some user-moddable "decals" to spice up ground level walls and building walls a bit with things like pulldown doors, graffiti/advertising and bullet marks. Plus a couple of bus shelter-sized items we could use to create market stalls/awnings or little tin-sided outbuildings/sheds. Wouldn't seem too hard for Charles to ginn up (ATMs, aircon units and bus shelter objects already exist) and would go a long way to address the "sterility" complaint for streetscapes. 0 Quote Link to comment Share on other sites More sharing options...
Exel Posted April 5, 2008 Share Posted April 5, 2008 Something as simple as showing the minimum and maximum ranges for weapons is gravely missing from the game. Needs to be added. I don't want to read the manual in the heat of battle just to see what the engagement range of my missiles is. 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted April 5, 2008 Share Posted April 5, 2008 Originally posted by Exel: Something as simple as showing the minimum and maximum ranges for weapons is gravely missing from the game. Needs to be added. I don't want to read the manual in the heat of battle just to see what the engagement range of my missiles is. Why don't you look at the weapon information that IS there now (for Infantry weapons) and has been since 1.06??? From the 1.06 Read Me: • Heavy team weapons display their minimum and maximum ranges in the panel with the name, caliber, etc. Actually I've just had a look to confirm this before adding a caustic conclusion and it does appear to have gone. I'll see what I can find out (was definitely there in 1.06 and 1.07 though). [ April 05, 2008, 02:40 PM: Message edited by: gibsonm ] 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted April 5, 2008 Share Posted April 5, 2008 Originally posted by Exel: Something as simple as showing the minimum and maximum ranges for weapons is gravely missing from the game. Needs to be added. I don't want to read the manual in the heat of battle just to see what the engagement range of my missiles is. I just checked my V1.08 copy of the game. Heavy weapons like ATGM, RR, Javelins and MGs do have min and max ranges. 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted April 5, 2008 Share Posted April 5, 2008 MarkE, Yes you are right my turn for "user error" I was just checking small arms, had forgotten it was crew served weapons. Anyway, Exel, it IS there. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted April 6, 2008 Share Posted April 6, 2008 Might as well jump on the water bandwagon while its passing through - I would like to see it. As to it being necessary - try Google Earth. There's plenty of it kicking around and if you work on the premise that human settlements grow up around water then it becomes a fairly important terrain feature. I have been frustrated to a degree in map creation for Syria/Iraq because of the lack of water tiles to use. I currently model watercourses in Afghan-type scenarios by using marsh tiles on the banks with some mud thrown in and some grass tiles to represent crossing points. The watercourse itself is modelled using a mixture of gravel, mud, marsh and sand tiles. If you look at some of the watercourses in Helmand Province on Google Earth - you'll see it is actually quite a realistic effect. 0 Quote Link to comment Share on other sites More sharing options...
birdstrike Posted April 7, 2008 Share Posted April 7, 2008 With the major issues patched, I have a small request for the editor: there is currently no way to rename the HQ unit of a given formation. You can enter a different name, but the unit will still be displayed with its original HQ designation in the game. 0 Quote Link to comment Share on other sites More sharing options...
mikewhol Posted April 7, 2008 Share Posted April 7, 2008 I would like to see my Arty spotters for my Syrians be invulnerable. That way, when my stupid self, gets them waxed, I wont have X number of mortar batteries sit idly by. On the other hand, I'll chime in for aircraft sounds. 0 Quote Link to comment Share on other sites More sharing options...
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