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  1. Well, Being the commander of the Stuart I am very happy with this outcome. Unfortunately, a 75mm AT gun took out the Stuart a couple turne later!
  2. We have the .h2hh files in the folder. One says he made it 7 minutes after my last one. But it is empty
  3. There is a chat in the dropbox folder that says he made it 7 minutes after mine. But when he tries to chat he can't get anything to take. We have deleted and reinstalled CM Helper and even restarted the game. No help
  4. Playing a game using CM Helper. Never really had an issue with it before. But suddenly my opponent can no longer use chat. He can see mine, but can not enter any from his side. We tried deleting the AppState.txt file, but that didn't help. Anyone have any ideas?
  5. Hi LiveNoMore

    my dropbox email tonycao051@yahoo.com


    which side you want to take? SS or Polish ? any special house rule ? 

  6. @Chibot Mk IX; I'm up for that. Never played that scenario. Send me a PM if your interested
  7. Oops.Looked at it and I have played that scenario. But I'm still open to it or any other you want. I usually play CMFI, CMBN or CMFB, Let me know and send a PM
  8. I'm up for a game if you're still looking. How about CMFI GL The Winter of our Discontent. I've never played that scenario Dan P
  9. OK, this is more of a gripe then anything else. Have you noticed that giving a vehicle move orders where there might be something impassable in the area, like a building etc, the vehicle will go around to maintain its path. But if there is a vineyard in the way the vehicle tries to drive right through it? This happens all the time. Other then micromanaging the movement of the vehicle there is no way to stop this behavior. I've had a tanks, second or third in line, using short waypoints to get past a vineyard, decide to go around the tank in front of it by driving through the vineyard. I'm wondering why the vehicle knows not to try to drive through a building, but thinks it's ok to drive through a vineyard? Any thoughts?
  10. I have had a bazooka team run through/past an PzIV on a bridge that was firing at another infantry unit. Then they turned and ran back across the bridge because they took fire from a MG. Never did they see the tank. However, the tank saw them and shot them all in the back. Currently I am playing a game where I had a good number of ATG and StuG's facing the route the Canadian Sherman's would be traveling down. They all had clear LOS/LOF down the road and into the first couple of rows of an orchard. They listened to the Sherman's approach and did not fire a single shot. They never saw any of the tanks. Looking down the barrel of each one I could clearly see the approaching enemy. And I could target the road the tanks were on, but the ATG/StuG's didn't see or fire. Instead they all sat there and were taken out by multiple tank shots. All were either veteran or crack units. And before all the folks on the forum who have no capacity to see a that there is actually an occasional issue with LOS in these games, or who do nothing but find a nebulous justification for it to happen, I want to say that it can make the game unplayable. Most of us play these game for enjoyment. Being constantly frustrated because of things like this is not enjoyable. Don't get me wrong. I love the games and I love creating scenarios. I just think this is an area that needs to be looked at. It may take a slight modification to the coding, but it can be fixed. I would rather have LOS be too easy then ridiculously off as we have all seen.
  11. @mirelm61, Thanks! You don't need to go into major detail on the play test if you don't want to. I just need to see if you think it was fun to play, fairly balanced and anything else you notice. Can you send me your email? I'm at dsp1295@gmail.com Thanks again
  12. @Falaise, I have created a lot of scenarios over the years, but only 2 had an AI. FUBAR Village and DiSarrano took a long time for me to test and test again. This time I have played against the AI a couple of times, but it's hard to properly test a game if you know where everything is! Hopefully someone will want to try for me.
  13. So here I am sitting in the house with nothing to do because of the "stay home" edict from my governor... The restaurants are closed, the movie theater is closed and it's raining outside. So what to do?? How about finally create a medium sized scenario around one of the 1st Canadian Division battles moving towards Ortona on the Adriatic coast? The area know as The Gully. It's early December 1943 and the Canadians are trying to move north up the Adriatic coast. They have taken Campobasso in the mountains and are moving east. The Gully is a natural defense running east/west for miles. In places there is over 150 meter difference between to top and the bottom. The Germans have heavily reinforced it and have been able to stop repeated attacks. On top of that the weather has been wet and rainy. On Dec 13th Princes Patricia's Canadian Light Infantry managed to get across a narrow portion of the Gully and take the Orsonga-Ortona road. However, they were stopped in their tracks as they tried to advance. Ahead of them lay the small village of San Martino with Casa Beradi just behind. Casa Beradi was on a small piece of land that jutted into the gully and gave the Germans clear LOS/LOF to the south, east and west. It had to be taken. By the night of the 13th of December both the PPCLI and the Seaforth Highlanders had been badly mauled by the German 90th Panzergrenadiers occupying the area. It was decided to have the 22nd Regiment, supported by the Ontario Tanks, pass through the lines and attack the village. C and D company, with C Squadron supporting, would have that honor. Unfortunately for them, The Germans also moved out the battle weary 90th and replaced them with a fresh company from the 1st Fallschrimjager. As so the battle began.... I have created a scenario which covers the battle for San Martino and Casa Beradi. It has not been fully tested in the Allies v AI mode. I'm looking for anyone who would like to try the scenario and give me feedback concerning it's playability and the quality of the AI. I have rarely created an AI scenario as I usually prefer H2H. So I could really use some input. If your interested let me know and I'll send the scenario. Thanks, LiveNoMore
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