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Other Means

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Everything posted by Other Means

  1. Posted in error. Carry on, nothing to see here.
  2. I know you said the game directory was fine but do you have the CDV version? In which case the install directory (options->modify installed programs, select CMAK -> modify) is: $Programs$\Battlefront\Combat Mission Afrika Korps|$Programs$\Combat Mission 3 Afrika Korps\Run I think the BFC direct one doesn't have the "Run".
  3. Yep. Be sure to set CM to the resolution of your desktop. Ands can I take this opportunity to say how damn sweet it looks in 1600*1200 on a new Formac display. Oooo mamma.
  4. I disagree with the disagreements. It is fundamentally a different game because you can have a balanced Armour war. Talking mainly about QB's of course. In BB if you go the Allied you constantly have to fight for angle against ridiculously under-priced StuG's and have no real answer to Kitties until the late SU's. In CMAK, if you play Allies (especially British), you can win the Armour war quite handily thank-you-very-much. Also, the most common AT weapon - e.g. the 6pdr will penetrate a Kitty at < 500m without side angle, thereby giving the Allied player the same advantages as the Axis. Your infantry get some decent AT as well, although still hamstrung without the gammon bomb for some reason at least they don't toss wine bottles at Armour as it goes by. And of course, if you play the Axis you learn to lose your over reliance on StuG's and Kitties and actually get some tactics. So yes. Buy it. It's fun. Fun plus VT artillery. What more could a man ask for?
  5. Interesting question with the Exocet vs HMS Vanguard. Exactly how much damage would one do? I can't imagine much.
  6. Interesting question with the Exocet vs HMS Vanguard. Exactly how much damage would one do? I can't imagine much.
  7. If you're designing a scenario, use a British Achillies instead. This has the 17pdr which has similar (for CM purposes) performance using the same chassis (it looks). http://cmak.jemian.com/php/result_unit.php?armorid=366
  8. They've modded in tiny "For Sale" signs. Now that's attention to detail.
  9. I'm lurking. But not in the way of all the other, dirty lurkers. My lurking is fresh and pure. Lurking as sweet as a first kiss, as fresh as the first scented breeze of summer. Truly, it is a platonic ideal of lurking. I yearn for you CMC.
  10. If you exit and go back in it usually solves itself. File it under "not broke enough to fix".
  11. Dandelion, I think I did when I said this: If you kill people without due process then you remove from yourself the right to use due process and place your actions outside of its moral framework. Doing so removes any higher moral ground we may try to hold and therefore removes any right we may have to conduct war on people who have no such moral framework.
  12. But they must be defended. Becuase then they will be found guily and then justice will be seen to be done. If you kill people without due process then you remove from yourself the right to use due process and place your actions outside of its moral framework. Doing so removes any higher moral ground we may try to hold and therefore removes any right we may have to conduct war on people who have no such moral framework.
  13. IOW, when you give your units orders you're acting as the commanding officer and therefore the delay in getting the orders to your men and having them react is modelled. However if the men take action on their own it is immediate and dependant upon the circumstances. This is what's referred to as the "tactical (tac) AI". So what you're probably seeing is the AI's men tac AI reacting to circumstance as your own would. The AI that tells its side what to do is the "strategy (strat) AI" and still incurs command delay, AIUI.
  14. I had the same issues when I first got the game. Now I usually click a unit and hit tab to take me to it or ctrl-click and area of the map to jump to it. The "/" key for 180 degree turn is useful too. CMx2 is going to have the "asd" navigation from fps's. And while we're on the subject when oh when will supression be modelled in DoD:S? We will finally have some proper tactics possible . [ February 13, 2006, 10:42 AM: Message edited by: Other Means ]
  15. If the disembark waypoint is within 12m of the carrying unit, the troops will get off immediately. Other than that, it's as described by Sergei.
  16. I like your ideology and would like to subscribe to your newsletter.
  17. Oh well, as long as he's not wasting his time.
  18. It can go through but it takes a full minute and will have 100% exposure while it's doing it. If they take any fire they can all die, very quickly.
  19. Yeah I'm still alive. Will endevour to get things shipshape by the end of the week. </font>
  20. Corvidae, you must go through some keyboards, what with the dribble and all.
  21. On the defense I give MG's 180 degree full range arcs. I'd rather fire and disrupt an advance than keep ammo. And I've never really ran out. I use the MG's to keep the enemy at arms length for as long as possible, and to strip infantry off tanks etc. But the major use is that it makes your opponent go to cover for all the advance. This will eventually become woods of some sort, and woods plus TRP's and arty (!<120mm) will destroy as well as slow down. So you're giving a choice really, walk out of cover and pin from MG fire or bunch into cover and have a fire mission on the way. Another nice surprise is wire in the tree line that faces your positions. Hopefully by this point your opponent will be bunched into the woods opposite and can't go out the sides due to the MG's, can't stay in because of the arty and can't advance because of the wire. Works for me. I've found this to be the best approach.
  22. Gentlemen, you can't fight in here, this is the war room! civdev, If you've got the turn saved I'd play it back over and over until you repeatedly get the result you need. There's a lot to learn in this game and it's best in small chunks. JasonC has been very helpful AFAICS. But he's a cantankerous old coot. I like that about him. Even when I want to kill him.
  23. Estimate the distance from the edge of the woods to the HT. Add 10m. MTC with a cover arc set to this value towards the HT HT through the woods. Keep the HT buttoned with fire = probably a dead HT. Probably. You're best having him stop before the end of the minute as close to the HT as possible without leaving cover and without firing. Then fire for the full minute the next turn. A PIATs max accurate range is ~40m, or at least that's what I play to. It looks to me like you're trying to fire 93m through trees - would you do that in real life? I've never seen LOS through the ground. There's issues with woods etc but you learn that 1 10*10m "tile" can probably be seen through but any more than that no. Scattered trees can go out to 25 or so. Just guesses, find your own values. You only assault when you know there's no one with a full loaded machine gun waiting for you. Find, fix, flank, finish. Find the enemy. Fix them in position with fire - get their heads down. Flank - get to a positon you can fire past their cover, generally at some angle to there current facing. Finish. Kill them. Generally with bullets but the final holdouts can be cleared with grenades. Not find - charge. One of the best things to me in CM is seeing these small scale firefights and how you can take some cover to flank a position, and then use that position falling to get leverage on more positions until the line is broken. But it's all done with fire, not bodies.
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