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TopShelfCookieJar

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  • Location
    Auckland, NZ
  • Interests
    Lurking with intent...
  • Occupation
    QA Manager

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  1. I wrote an app for CMBB that parsed Chris' excel files and presented all the data in a sortable listview. Kinda useful when making force selections. Would work for CMAK assuming the format of the excel spreadsheets hasn't changed radically. Probably should have developed it a little further (it was pretty basic), though being on holiday at the moment I guess I could find the time...
  2. The simplest solution would appear (at least to me) to be that when you press the retarget key it should reset your fire mission back to whatever you were dropping previously, be it HE or smoke. Thus if you wish to swap you would be forced to set a new target. Whether the resulting delay would be to everyone's satisfaction is debatable, but at least a delay would exist and I would think that such a fix would be reasonably 'simple' for a man of Charles' talent to effect. [ October 17, 2002, 12:46 AM: Message edited by: Jeeves ]
  3. Again, I emphasize that I have no idea if this is a bug or not. My sum knowledge of the inner workings of artillery is best described as 'slim to none'. If you are currently laying down smoke and wish to change to HE then when the orders stage rolls around you simply set 'Target', click anywhere (giving you a small delay) and then press 'Retarget' which moves the target point back to where it was previously, removing the incurred delay and changing to HE. The same procedure can be used to change from HE to smoke. [ October 14, 2002, 04:05 PM: Message edited by: Jeeves ]
  4. On further examination of the facts it would indeed appear that you can swap from smoke to HE or vice versa without incurring any additional delay as long as you are happy to have the target marker remain in the same place. Make of that what you will...
  5. Well, I'll have to check again when I get home but I'm 99% sure that there was no time penalty for making the change.
  6. Oh, I'm talking about swapping it mid-fire! During a TCP game versus a workmate I dropped a rather large smokescreen on his entrenched position and midway through 'converted' it to HE. He was not amused... That can't be fair can it?
  7. Should it be possible to swap from HE to smoke or vice versa instantaneously (ie with no time delay) for off-board (and probably onboard - I didn't check) artillery? It seems that you can and I was just curious if this was intentional... Apologies if this has already been discussed. I'm at work and don't have time to peruse past topics.
  8. Is anyone hosting this file yet? I'm eager to get my grubby paws on it but I suspect my Inbox could not contain it....
  9. (Hopefully not too far off-topic - Gyrene's post raised a question for me). Does the rarity modifier in CMBB extend to infantry unit types (eg Heer, SS, Volkssturm, etc), not just vehicles? If this is the case, then is it possible that a veteran SS platoon would cost significantly less than a veteran Volkssturm platoon (simply because you were probably likely to find more of the former than the latter) all things being equal (ie weapon/men loadouts roughly similar)? I ask this after reading this by Steve: <BLOCKQUOTE>quote:</font><HR> The typical engagement should have Conscript Volkssturm, without many supporting arms, going up against a sturdy combined arms Allied force of Regular or Veteran. <HR></BLOCKQUOTE> With current QB's you don't necessarily see this type of matchup (well I don't), but with the rarity factor thrown in, both these forces would be more likely to be bought since there'd be some sort of 'discount' taking effect. I could be way off base here, so feel free to point out all its flaws. [ 07-10-2001: Message edited by: Jeeves ]
  10. <BLOCKQUOTE>quote:</font><HR> We have no plans to *ever* make a continuous (realtime) game. And we have our next 12 years of development in mind when we say that too... <HR></BLOCKQUOTE> I feel it would be prudent if someone were to bookmark this thread. Then it can be quickly whipped out to extinguish these *cough* discussions *cough* before they get out of hand.
  11. Hardest fighting unit? In a recent PBEM game I had two SS Motorized squads holding out in a house when they were forced to repel an attack by a US Rifle 45 platoon. The squad upstairs claimed 25 confirmed casualties, while the downstairs one inflicted 12. Each squad only lost one man. 37-2, not a bad return. Unfortunately the 25-kill squad was wiped out when the building collapsed several turns later. :mad:
  12. I'm not sure if it fits your requirements exactly (maps, etc) but I enjoyed it immensely: The Second World War by Martin Gilbert.
  13. Auckland, New Zealand. Glad to see we're outnumbering the Aussies in this thread so far.
  14. Are Battalion HQ's inherently better than Company HQ's as far as the benefits they provide to troops in their command radius? That is to say, if I had an MG in C&C of a Battalion HQ with zero 'standard' bonuses (combat, command, morale, stealth) would it be any better than a zero bonus Company HQ? Same goes for Company HQ vs a Platoon HQ. And how about HQ's spotting for off-board artillery? If I have a Battalion HQ (zero bonuses once again) spotting for my 105mm arty, is it any quicker (delay-wise) than a similarly blessed Company HQ? I'm at work discussing this with my regular PBEM partner, and naturally we can't be bothered waiting till we get home in 5 hours to try these things out. No doubt some helpful member out there will be able to provide us with the answers.
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