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Fat Dave

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Everything posted by Fat Dave

  1. Hi Ken, I can tell you that this feature has really enhanced game play for me. You will soon dread seeing those icons flashing...repeatedly...until there is no icon at all Cheers David
  2. Don't give up Roman, As Stikkiepixie said, it could be a simple typo ruining your day. Check the licence number carefully! An extra space value at the end of your number will be enough to ruin it. Copy paste....or simply, enter one by one. I can't stress this enough as I too have made this mistake...only to find out it was a uppercase or a space that had caused the error. In any case, the customer support here is very good, so if all fails, they won't fail you!
  3. Hi Roman, I will try and help you here. First of all, do you have an active internet connection? If yes, simply enter the e-license code in the elicence field when prompted. This licence screen will appear when you have finished installing the game. It requires an active internet connection so the number you will have to enter, matches the licence key Battlefront have. If you are not online, this will NOT work. This licence number will be the very long one (ab1234...etc) Let me know how you get on
  4. Hi guys, I just wanted to share my delight at being able to play a live 'real-time' TCP/IP game against my brother for the first time without a single hick-up. Shock Force played smooth, no lag - we were both playing wireless - and the intensity was quite incredible. I can see that small to medium battles are the only viable option as large battles would quite simply cause a stroke. I suggest that anyone who hasn't given this mode of play a go, to do so - it puts a completely different face to the game. Anyway, just thought I'd put that out there David
  5. I too have seen the 'Uber burst', in real-time with 1.11. Because there were A-10's in the area I initially thought it had come from one of them, but after playing and re-playing the same scenario over and over, I saw the Uber burst once more, but this time it came from a .50 cal armed Stryker. Doesn't happen very often (3 times out of 15 or so games played) Not sure what this is - it does look suspiciously like a bug of some sort.
  6. Interesting thread Always nice to know what is 'really' going on under the hood. Cheers
  7. As a quick reply, I too have noticed what I feel as just 'strange' behaviour with the javelin as of late. Several occurances where the javelin will launch and then travel maybe 20-30 metres before impacting. Clear LOS with unsupressed AT team. In one case I watched in amazement (in the MOUT training scenario of the training campaign) as a HQ unit managed to fire 2 out of 3 javelins into the same patch of dirt 30 metres away (2 almost identical crater's) before getting the 3rd on target. Again, I want to yell 'bug!' but I am wondering if anyone else has seen similar cases. David
  8. Hi guys, I found 4 'save' games which all worked in 1.10 - no longer worked in 1.11. They all get to the magical 29% and then hang - followed by the out of memory error. Just throwing it out there Cheers
  9. Hi all, Like everyone here, I am very happy with the 1.11 patch - new features and bug-fixes make for a very solid game which is now even more fun to play. Congratulations to all involved However, one thing that did catch my attention was that the AT3b sagger (?) - minimum range of 500 metres - fired and took out my Bradley AFV from under a 100 metres in a MOUT set-up. I checked the Red fighter team at the end of the game and it was definitely a sagger team ...but...as I replayed the hit (over and over) in detail, it *looked* like an RPG-29 rocket. It came from the house where the sagger team was in, and they were the only ones in there. I am a little confused. Unfortunately, this was the last turn and I have no save game file. Any ideas guys? Cheers David
  10. Hi Bodkin, I believe this is a bug which is already being worked on. There are several threads kicking around dealing with the same thing you are seeing in the tech forum. Cheers
  11. Hi guys, I am sure this sort of 'dodging potential ambush' logic is not built in It must be a pathing related code issue - nothing more. Cheers
  12. Hi popmun, The massive explosions you are seeing several turns later would be the remaining ammo 'cooking-off' as the vehicle burns. Yes, this is modelled On a side note, there are issues with castrophic cook-off explosions every PBEM turn, but I hear this is being looked at for 1.11 Cheers
  13. Hi Colonel, The 'equal' sides bit is the only thing which needs to be adjusted - especially in a scenario like Al Huqf. The real challenge for scenario designers is designing a balanced and fun game for a head to head battle - Red vs Blue. Cheers
  14. Not complicated at all Load the scenario into the editor, delete the current red forces, set the 'new' experience to the level desired, then 're-buy' the Red troops. Done. In fact, CM:SF's editor is easy to use and great for chopping and changing existing scenarios to suit your tastes. Good luck
  15. For the Al Huqf engagement, to make it any sort of game worth playing, I had to increase the Syrian's experience to 'crack' (coupled with fanatic motivation) and increase the number of units. Anything less and the Blue AI would roll in -and over- everything. Not fun for the Syrian player I hear a lot of 'play like Red should, and not how Blue would' when attempting to play as the Red player, yet I would like to know exactly what that means. Holding fire till ranges are closed, ambushing en masse and 'ganging-up' on Blue vehicles are some, but unless the scenario designer has allowed for this to be a possibility i.e given the Syrians the numerical advantage, advantageous positions and the necessary experience to ' do what they are told' - not to mention the assymetrical victory conditions - then it could almost be said that the Syrian player is simply delaying the inevitable result. Obviously, scenario design is key - and unless people make them - balanced and 'fun' Red vs Blue will be hard to come by.
  16. Hi guys, Just bumping this up, as I too have just experienced the never ending cook-offs PBEM, 1.10 A BMP-2, knocked out early in the game gets hit by a rocket firing Cobra very late in the game, a huge explosion is the result. Secondary explosions are then heard....however, as I click done - to end my viewing stage, I get a huge flash in the screen for a split second ( the kind of screen white-out a massive explosion will now cause) before I plot my moves and send the file to my opponent. In the following 8 or more turns till the game ends, the BMP cooks-off with a catrastophic explosion every turn...followed by 6-7 secondaries. This is a BMP-2...not a battleship It appears that the explosions are 'looping' i.e every turn will start (and end) with a massive explosion. The secondaries, at least 6 in number will go off throughout the turn. There is simply not that much ammo in the BMP . I have all the save files available. Cheers David
  17. Well spotted guys, even though there has been no official response, it's good to keep this thread on the boil. Let's hope it's a simple fix.
  18. Hi Marwek, No worries here, Steve et al have mentioned they are looking into this issue and I believe tweaks will be made. Have faith
  19. Hi Meach, See if dedicated RPG teams who take a casualty do this I haven't seen it happen in 1.10 yet. Cheers
  20. HA! Elmar and Ken, you are giving me cheap school-boy giggles here, it goes well with this terrible work coffee I am forced to drink. Cheers
  21. HA! there is a Cheech and Chong sketch just waiting to be butchered here...but I will resist Sivodsi, I am not too keen on an Blue on Blue type of scrap, at the moment I am trying to find a way of how to play as Red against these killer Devil Dogs, currently I need arty and a lot of lead...but they just keep on coming!
  22. in RT this is able to be corrected very quickly...in WEGO however, it is extremely frustrating to wait for the full turn to finish before you can correct the problem...if they survive the turn that is
  23. Ah Sivodsi...excuse the 'ski' no idea where I thought I saw that in your name OK, will sign up once you are free from current PBEM duties
  24. Good point Ken, let's hope it can be implemented without too much trouble.
  25. I found several cases (in the built up area of Al Huqf) where my plotted AFV move (in WEGO) was completely overwritten by the TACAI. This was not the 'why did it drive like that to get to it's plotted end point?' But more like '...where the hell did that end-point come from!?
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