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About palatine

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  1. Following on Lemkeh's post, maybe the unrealistic feel comes from taking too literally the idea that it is the *same* brigade that routs, goes off map for a few hours, gets "trained" and "resupplied", and then travels back. Of course that could never in reality happen on such a timescale to a brigade that routed or surrendered. Instead, conceptualize the returning brigade as the activation of reserves already nearby, in response to a part of the front that has just experienced a disaster (routed brigde(s)). One response might be to plug the new hole in the front, another might be to exert pressure elsewhere. So "teleporting" represents a decision about where to activate reserves. So do really we need something to prevent the HC from gaming the system and abandoning a brigade in order to get its full supply back sooner? (I don't know that this has ever actually been a strategy.) Maybe gaminess could be discouraged by lengthening the return times for all routed brigades that are in process, depending on the number of brigades that are in the return process. That way, HC would be loathe to take the risk of allowing multiple brigades to overlap in routing status (and if you get half your army surrounded and routed, then that probably *should* be a campaign-ender). But one brigade now and again is just the ebb and flow of normal battle. I am assuming that under the upcoming new supply rules something like this will still apply to the moveable flags, but the new mechanics might make it moot.
  2. Wouldn't it be possible to have artillery fired only by a special infantryman, the "spotter?" The spotter would be up at the front and able to see the target, so that takes care of the visual distance issue. The spotter could also be killed (it might be practical for the game to make the spotter more conspicuous than the usual infantryman, perhaps accompanied by a bulky radio or something as well). In this scheme nobody gets to stand next to and fire the big guns themselves but that wouldn't be fun anyway if you couldn't see your shells hit. The artillery pieces themselves would not need to be modeled, but eventually could be added somewhere behind the lines for immersion or to provide targets for aircraft (or, potentially, enemy spotters). All kinds of possibilities, I don't think something like this would break the PvP model.
  3. Victarus --- thanks for the update and the hard work you and the other rats are putting in. It will certainly be worth it. Your description of the problems goes a long way to explaining why in patches years ago, addition of one new item or tweaking some aspect of the game would often at first cause bizarre and completely unrelated bugs. (No criticism of previous CRS coders, they had a massive project to get working under horrific pressures.) Hope you can stamp out all of these remaining booby-traps so in future, things only break themselves : )
  4. I have found that the "Joystick and Gamepad Tester" ( is useful in seeing whether your joystick may be in need of calibration, or may be doing something that you don't expect. All this application does is report what your joystick is actually sending as you move it around (and what the buttons are sending, too).
  5. My advice is that unless it is really trivial for you to create a case-sensitive game launch partition or boot volume for your system, hold tight for a day or so --- if this turns out to be the problem it might be a very simple fix that CRS could implement quite quickly. Thanks dog3, hope this is it.
  6. Dog3, you might be on to something. My system is older but not too different from yours and jeeptj --- I seem to have a non-case sensitive filesystem. Doesn't exactly explain why it works sometimes -- I usually get in after 5-10 tries --- but if you always get in then maybe this is involved. Hardware Overview: Model Name: Mac Pro Model Identifier: MacPro3,1 Processor Name: Quad-Core Intel Xeon Processor Speed: 2.8 GHz Number Of Processors: 2 Total Number Of Cores: 8 L2 Cache (per processor): 12 MB Memory: 8 GB Bus Speed: 1.6 GHz Boot ROM Version: MP31.006C.B05 SMC Version (system): 1.25f4 Serial Number (system): G881637PXYL Hardware UUID: 0F0D1B17-1F04-5595-BBFF-1ECBDBD25F1A Intel ESB2 AHCI: Vendor: Intel Product: ESB2 AHCI Link Speed: 3 Gigabit Negotiated Link Speed: 3 Gigabit Description: AHCI Version 1.10 Supported ST3500630AS P: Capacity: 500.11 GB (500,107,862,016 bytes) Model: ST3500630AS P Revision: 3.BTH Serial Number: 9QG9CY5A Native Command Queuing: Yes Queue Depth: 32 Removable Media: No Detachable Drive: No BSD Name: disk0 Medium Type: Rotational Bay Name: Bay 1 Partition Map Type: GPT (GUID Partition Table) S.M.A.R.T. status: Verified Volumes: Capacity: 209.7 MB (209,715,200 bytes) Writable: Yes BSD Name: disk0s1 Mac Pro HD: Capacity: 434.87 GB (434,865,438,720 bytes) Available: 63.26 GB (63,257,321,472 bytes) Writable: Yes File System: Journaled HFS+ BSD Name: disk0s2 Mount Point: / Untitled: Capacity: 64.9 GB (64,897,417,216 bytes) Available: 13.44 GB (13,439,193,088 bytes) Writable: No File System: NTFS BSD Name: disk0s3 Mount Point: /Volumes/Untitled
  7. No, it's not fixed for everyone -- I still get the bug.
  8. For the time being --- Those graphic options do get changed en masse if you use the "Best Performance"-"Best Graphics" etc. preset buttons on another UI page.
  9. MARKING* a:N, b:I, c:8 Under 10.5
  10. Congrats Ahwulf, this is great news. Really appreciate all you've done for us in a volunteer capacity, now you're getting at least some compensation from CRS. Looking forward to the FMOD sound upgrade!
  11. Hmmm... Full install always works for me as a last resort --- no idea why you can't get the full install, it will download for me fine (just tried it). Anyway, I'm sorry, but I have no more suggestions --- hope somebody else can help ---
  12. People have said this occurs when the installer can't find your copy of the game. Even though I have never moved the game from the default install location, I get this error. If at the beginning of the install you "change" the location and navigate to your game folder, it will probably work ---- at least, that fixed it for me.
  13. I'm now missing cursor after despawn. It is still "there" because I can see its effect if (by chance) I do a rollover of a UI element. But I cannot do anything to make it reappear. Also, I have been unable to set the icon colors since the beginning of 1.29. The enemy is now black or dark grey, which is odd; others are some reasonable defaults but the black is bad. I've tried recreating configuration files but no success; whatever is in the file is apparently ignored.
  14. Anybody else still have problems with the updater itself? The updater never (1.2x.x) works for me --- the installation program always terminates with a "pre-flight could not be completed" (or something to that effect) error. I always have to download the full install. I'm on a good connection so that isn't a real problem for me, but if the updater is consistently broken for more people than just me it might be worth fixing. Mac Pro 2 X 2.8 GHz Quad-core 8GB RAM, NVIDIA GeForce 8800 GT Mac OS 10.5.6
  15. I'm on a 2.8GHz Mac Pro with an NVIDIA card, and I have gotten those see-through-walls (and lack of first-person textures outside buildings) graphics anomalies since 1.28 or even before. It does seem to be the NVIDIA drivers (at least). I and others have found that turning Normal Mapping off in the WWIIOL configuration is an effective workaround. As far as I can tell turning off normal mapping does not currently impact anything else involving appearance or framerate. As a side note, I just checked 1.29 by turning normal mapping back on, and if anything the problems are worse than before. I used to see into only "ordinary" buildings but now I see into CP's and Depots as well (probably because the buildings are all now updated to the same graphics, not that the driver issue itself has gotten worse). Anyway, see if it helps.