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MarkEzra

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Everything posted by MarkEzra

  1. Hit--Kill: two different things. The power of the M-1 and ATGM against re-active armor. I'm not grog modern but it seems accurate and one hell of a lot of fun to play. Try the demo
  2. *********SPOILER ALERT*********************** **********SPOILER ALERT************************** This is a good way of posting your comments so that others who may wish to play the scen fresh will have that opportunity............... ************END SPOILER ALERT******************
  3. Liked the name...kinda reminded me of something in the dark recess of CMBO memory...well I'm sure it will come to me . Gonna give it a PBEM try
  4. Well that is new... In set up mode I just read the cease fire request pop-up stating the computer will except. I stand corrected. That works much better as an end of game routine against the AI
  5. SGT_P Welcome to the forum. My deep, personal thanks for your service. A very thoughtful presentation of improving the tactical AI. I'm sure BFC will take notice.
  6. Thanks BFC for the hard work...please let Charles take a nap and..oh..get him a whopper...make it his way...
  7. In the setup mod only: 1. Click on Inf 2. click move button 3. point cursor over vehicle until one lites green icon w/small arrow...yellow won't do 4. click on that vehicle.
  8. I'm on the CM:SF bus. It's fun, great to look at, and has excellent wargaming depth. BFC's history of quality assurance and flexibility makes CM:SF an odds on bet to be considered a classic of Wargaming innovation.
  9. I am keen on impassable terrain...to me an important scen design tool. Not that excited about big, goofy boulders though. The 5m "cliff" should stop vehicles but allow troops. Anything steeper should stop all movement types. I wonder if this type of change would be possible
  10. This is what I would like to see. Someone in another thread pointed out that by frontloading the results, this could increase the framerate, since it's pre-defining the outcome using the ballistics, etc in the engine. That's different since now, not only is it determining the outcome, but it's running graphics at the same time. All of this takes processor time, and slows things down. I'd prefer to have it determine the outcome first, video later. I guess you are right about the new engine activity. QUOTE]LOL Interesting take on preferring RT My orders tend to be just as bad, but at least I like the luxury of being able to analyze and see what happened in detail. Actually I've been only playing WEGO...my preferred method of Wargaming...Apparently I like to beat and berate myself.
  11. That sure doesn't sound like a bug. I expect the way to tell would be to count casualties. However: If a unit cannot follow a command due to casualties or being pinned down, ect AND has good C2 It would stand to reason that higher command (player) would be notified of the inability to respond. [ August 05, 2007, 08:35 AM: Message edited by: MarkEzra ]
  12. Originally posted by moneymaxx: QUOTE]So it seems that the only thing that is missing at this moment is a replay function for the last let's say 90 seconds in RT, since RT is essentially WEGO with variable time-limit. Just pause to give new orders. [/QB]
  13. In WEGO: I am not able to duplicate your reported bug in a battle scen. When I click on enemy unit and then keyboard stroke -/+ I am sent back to my own forces. The way CM always has. Are you playing RT and can you duplicate?
  14. When I destroy buildings I rip a very large box like hole prior to collapse
  15. This sounds like a bad little bug. Can others duplicate?
  16. Well ... {sniff} ... perhaps to a GREENHORN like you! I think the cutoff was around 275. Joe </font>
  17. I like cherries...Give me more cherries to pick
  18. Steel you are NOT reading me correctly. I play CM:SF. I play this game in WEGO only. It plays great and where there are issues BFC is fixing them. BFC as also decleared that it will ALWAYS support WEGO. I hope this is clear now
  19. I suggest that when you have time dl the demo...you are likley to be glued to your PC for several days playing this game so let family and friends know your OK before you start....
  20. WEGO is IN PBEM/Hot seat only. TCP/IP is for RT only. From one old timer to another buy the game and play WEGO like I am now. In case anyone cares to know: I always played CM as PBEM and never once played it TCP/IP...so I can't bitch much about TCP/IP which favors RT style play. Just seems a logical split to me
  21. This affects RT as well as WeGo, which therefore is a different line of argument. It is also something that will be fixed for BOTH WeGo and RealTime. Already explained above. Again, the presence or absence of this feature does not make the game any more or less WeGo. The original CMBO did not have TCP/IP, so does that mean CMBO wasn't WeGo? Steve [/QB]</font>
  22. And now I can begin to hear you more clearly. It a shame you had to fiddle with the game. Runs perfectly for me. On the numerous times I bought games that didn't work I was often told "tough luck" by those companies. I know from years of buying BFC products that they'll work like crazy to resolve the tech issue... Now please...un-tie Michael Dorosh and set him free... [ August 03, 2007, 01:01 PM: Message edited by: MarkEzra ]
  23. Dale: Don't believe everything you've read. At it's core CM:SF is a REAL step forward in Wargame evolution. To be sure there are teething problems. But I expect BFC is up to the task. Have you forgotten the fire storm of complaint with CMBO?
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