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aka_tom_w

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Everything posted by aka_tom_w

  1. Have you tried Panzer Elite? That is YOUR game if you want view level 1 ONLY and WWII tanks. Its HARD I would say it is harder and not as much fun as CMBB or CMBO. Your unit and your tanks can get ambushed quickly and die very fast from unseen threats, that you never knew where there. :confused: Sometimes you have to play the scenario 3-4 times over and over before you find out what is killing you and avoid it or knock it out, or go around it if you can. :confused: check it out here: http://www.panzerelite.com/scrshots3d/scrshots.html -tom w [ June 13, 2003, 03:55 PM: Message edited by: aka_tom_w ]
  2. OK! I think this (next) idea is so GREAT it should have its own thread, (like this current thread not the one I copied this from) I would like to suggest this idea for the next game. I would like a "special" view like click "Shift 1" (as in view level 1 "special") and tab to see a view from someone's Binoculars. sort of like this: I would propose that any unit with optics and magnification like any tank commander or any HQ unit or any arty spotter "should" be able to be selected by the player so you could get their "binocular" view and zoom in to see "special" things or objects. Of course this would only be "cool" if the visual effect or the info from looking through the binoc's of that unit could ONLY be seen by selecting the unit and hitting tab and Shift 1 for that view, THEN maybe the player could see something that he would not be able to seen ANY other way. Maybe an enemy tank that is not moving in the far off distance is actually bogged but the game (from any other view) wouldn't tell you that, but you might actually see it from Shift 1? the idea being that the player would get info and intel about somethings on the battlefield only by looking through the unit with the binoc's that has LOS to the thing or object the player is interested in learning more about? its JUST a thought thanks -tom w -- posted June 05, 2003 12:30 PM I like Tom's gunner's sight suggestion (and if he didn't actually suggest peering through the gunner's sight he should'a!) I wouldn't mind seeing historicaly accurate gunner's sights at proper magnification for each type of tank, though finding references on the sights used for Italian tankettes might be a challenge. ..Not that I expect anything like it before the next game engine, but a guy can dream. [ June 05, 2003, 12:31 PM: Message edited by: MikeyD ] aka_tom_w Member Member # 1515 posted June 05, 2003 12:43 PM quote: Originally posted by MikeyD: I like Tom's gunner's sight suggestion (and if he didn't actually suggest peering through the gunner's sight he should'a!) I wouldn't mind seeing historicaly accurate gunner's sights at proper magnification for each type of tank, though finding references on the sights used for Italian tankettes might be a challenge. ...Not that I expect anything like it before the next game engine, but a guy can dream. YES YES I meant CMX2 NOT CMAK the NEXT big thing there should be a view through binoc's and gunner's sites and it should be "special" and useful to figure out what is happening down on the ground. For instance if the ONLY way a player could actually see and know a enemy tank was bogged (it is obviously not moving) was to look through some "special" view 1 then that player should be able to SEE some extra graphic detail (ONLY available from that view) that would show the tank BOGGED (somehow? maybe just sunk in and stuck? or hatchs open as per the original suggestion in this thread ), otherwise from every other view the tank would look normal and just not moving. I am suggesting a VERY selective and very special form of RELATIVE spotting that is only available from a gunsite or binoc's or some rangefinding special optics with realistic and historically accurate magnification (that shouldn't prove too hard to make accurate and realistic??? NOT! (yeah well I did not say it would be easy, it might actually be impossible, I have no idea) . I like the idea A LOT personally! -tom w [ June 13, 2003, 03:31 PM: Message edited by: aka_tom_w ]
  3. won't happen in CMAK CMAK is Just CMBO and CMBB in the Desert and the Med and Italy thats it Read the thread about CMX2 for more on full movie replay here: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=007545 -tom w
  4. Now that's CRAZY MAN! :eek: Why would anyone EVER attempt to simulate military combat with cardboard pieces on a flat 2-D map? :eek: ! How would you EVER figure out all the LOS and LOF calculations! -tom w
  5. you mean like: I go THEN you go? (those kinds of turns?) not "we go" like CMBB and CMBO? I would bet it will be "WE go" with simulteaneous combat resolution but NOT RTS -tom w
  6. I expect that one WILL be there for SURE in CMX2 -tom w
  7. Opens all doors for cheating. IMO the better solution is the full game replay. </font>
  8. needs its own thread OK! I think this (next) idea is so GREAT it should have its own thread, BUT since BOTH Moon and Kwazy Dog are posting here I would like to suggest this idea for the next game. I would like a "special" view like click "Shift 1" (as in view level 1 "special") and tab to see a view from someone's Binoculars. sort of like this: I would propose that any unit with optics and magnification like any tank commander or any HQ unit or any arty spotter "should" be able to be selected by the player so you could get their "binocular" view and zoom in to see "special" things or objects. Of course this would only be "cool" if the visual effect or the info from looking through the binoc's of that unit could ONLY be seen by selecting the unit and hitting tab and Shift 1 for that view, THEN maybe the player could see something that he would not be able to seen ANY other way. Maybe an enemy tank that is not moving in the far off distance is actually bogged but the game (from any other view) wouldn't tell you that, but you might actually see it from Shift 1? :eek: the idea being that the player would get info and intel about somethings on the battlefield only by looking through the unit with the binoc's that has LOS to the thing or object the player is interested in learning more about? its JUST a thought thanks -tom w </font>
  9. There is already a dl'able 'proper' index for CMBB in pdf format available somewhere. I printed it out, cut it up, and stowed it in the back of my manual. Something I would find useful is some info on infantry AT weapons ('fausts, grenade bundles, molotovs, RPGs, plain old grenades, etc). Basic stuff, like ranges and penetration. AFAICS its not available in the game, and I'm damned if I can find it in the manual. I've managed to work it out empirically, but that leaves me with the nagging suspicion that I'm not using them to best advantage. Regards JonS Edit: sorry, I don't have the link to the proper index. Hopefully some kind soul will be along shortly with a pointer to it. </font>
  10. can you post a link? where did you see it? -tom w
  11. That would mean you have to be in the beta tester pool for CMAK and therefore EVEN more bribary would be required! :eek: (me thinks) -tom w [ June 09, 2003, 02:45 PM: Message edited by: aka_tom_w ]
  12. I'm on a MAC CMBB was the last game I bought and the ONLY game I play CMAK will be the next game I play I don't play anything else I guess that makes me pretty boring ( but....I am interested in Sim City 4 for OSX when it releases in the next 4 weeks) -tom w
  13. OK that is how they might do it in its MOST basic form BUT this issue is WHAT would you see? If that view did not yeild any more detailed graphics then why bother with it? if it is not functional in some unique way I am sure it would not be adopted and as Hat Trick Posted above some folks here might think it is nothing more than a PITA, you know "why bother?" the damn game is complicated and tedious enough in some places??? :confused: so I understand that side of the issue I doubt they will even consider it BUT I do hope we get some wonderful new form of REAL Relative Spotting in CMX2 -tom w
  14. If you already have an in progress 1.03beta game you should be okay without converting it first. Madmatt </font>
  15. YES YES I meant CMX2 NOT CMAK the NEXT big thing there should be a view through binoc's and gunner's sites and it should be "special" and useful to figure out what is happening down on the ground. for instance if the ONLY way a player could actually see and know a enemy tank was bogged (it is obviously not moving) was to look through some "special" view 1 then that player should be able to SEE some extra graphic detail (ONLY available from that view) that would show the tank BOGGED (somehow? maybe just sunk in and stuck? :confused: or hatchs open as per the original suggestion in this thread ), otherwise from every other view the tank would look normal and just not moving. I am suggesting a VERY selective and very special form of RELATIVE spotting that is only available from a gunsite or binoc's or some rangefinding special optics with realistic and historically accurate magnification (that shouldn't prove too hard to make accurate and realistic??? NOT! (yeah well I did not say it would be easy, it might actually be impossible, I have no idea) . I like the idea A LOT personally! -tom w [ June 05, 2003, 12:53 PM: Message edited by: aka_tom_w ]
  16. its out today -tom w [ June 05, 2003, 12:27 PM: Message edited by: aka_tom_w ]
  17. YES!! They did that RIGHT! Many thanks "* When ordered to button up, a tank commander will not self-unbutton for a minimum of one full minute." see this thread for more: http://www.3dgamers.com/news/more/1054815505/ http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=007471 now where is the north american patch ? :confused: -tom w
  18. from that web link above: ----------------------------------- CMBB Patch Version 1.03 May 15, 2003 ------------------------------------------------------------------- IMPORTANT PATCH VERSION NOTE * This v1.03 patch must be applied to a copy of the game that has ALREADY been patched to v1.02. It will not work on v1.0 or v1.01. Please review the "WHAT VERSION OF CMBB DO I HAVE" section below to see what game version you currently have installed. WHAT VERSION OF CMBB DO I HAVE? * You can check the version number by running the game and looking at the lower right corner of the Main Menu screen. The current version is listed there. VERSION COMPATIBILITY NOTE: * Games saved in v1.03 can't be loaded in by older versions. If you are playing others by email or TCP/IP, make sure you all upgrade to v1.03. IN PROGRESS PBEM PROCEDURE Transferring PBEM files from Version 1.0/1.01/1.02 to Version 1.03: 1.. In CMBB versions 1.0/1.01 or version 1.02, load the pbem file. In an orders phase, save the pbem file as a saved game by clicking on the little "SAVE" button on the command bar at the bottom of the screen. 2.. Exit the battle 3.. Repeat Step 1 for all pbem files you wish to convert. 4.. Install the 1.03 patch 5.. Open CMBB Version 1.03 6.. Open the saved game file from step 1. 7.. Choose Email as the startup option for the saved game. 8.. Place your orders as you normally would in a PBEM, and press "GO" 9.. Congratulations! You have now converted your pbem file. 10.. Repeat as necessary for any in progress game you wish to upgrade. Once the file has been converted to version 1.03, it cannot be reopened in earlier versions. --------------------- v1.03 Changes --------------------- * PBEM games in progress must be saved as save-game files and reloaded into v1.03 before PBEM can continue. MODIFICATIONS: * Ordnance aims better at soft targets just behind the crest of a ridge (i.e. on a reverse slope). * Simulate tendency of uncapped AP ammo to shatter on high-hardness Russian armor (plates of 60mm or less, generally). This reduces, for example, the ability of the German 37mm gun to penetrate the T-34. * Russian blunt-nose APBC ammo is reduced in effectiveness versus homogenous armor (e.g. Tiger, late StuG III) but increased versus face-hardened armor (some Pz IV, early/mid StuG III). * TacAI is smarter about having a tank prioritize facing its front armor toward an enemy before opening fire on that enemy, if getting the front armor oriented is more helpful than shooting. * Chance of permanent immobilization after bogging is slightly lowered. * Very slight reduction to tungsten penetration values, and a slight increase in the TacAI willingness to use tungsten even if the weapon has a large amount of AP on hand. * Wooden buildings are more flammable. * Vehicles are more likely to burn when knocked out. * Minor TacAI tweaks. * When ordered to button up, a tank commander will not self-unbutton for a minimum of one full minute. UNIT DATA CHANGES/FIXES/ADDITIONS: * BA-20 armor sloped and increased to 10mm. * Romanian 81mm mortar has correct blast value. * Several Romanian aircraft added and data updated. * For the British 2-pounder tank cannon, Soviets receive HE ammo starting April 1943, and APHV ammo (standard AP shot but with slightly increased muzzle velocity) from January through May 1943 (switch to APCBC after). * Soviet 45mm antitank gun and 76.2mm ZiS-3 field gun may use canister ammunition. * Regimental SMG Company added to Soviet Guards Infantry TO&E. * Minor changes to some aircraft data. BUG FIXES: * Captured units may not "follow vehicle". * Escaped prisoners don't show their former weapons in the "gun rack" interface. * Icon/profile graphics added for BT-2, Pz 38(t) E/G and Vanatorul de care R-35. * Position of MG gunner in SPW 251/16 adjusted slightly. * The 'short' 75mm German gun can knock out a wooden bunker. * AAA vehicles fire at aircraft correctly. * Hungarian M39 rifle has proper graphics. * Small fixes made to models for Valentine III, Matilda II, SPW 251/16, and BT-7M. * German 28mm Heavy Antitank Rifle graphical model is larger. * Corrected a problem where a waypoint added by the TacAI in avoiding an obstacle could "float" above the ground. * Troops imported into a QB have ammo reloaded but only to the percentage set in the QB parameters. * Corrected a rare problem where it was possible to discover unspotted barbed wire with the LOS tool if the wire was placed near a boundary of woods and other terrain. * Prisoners will not cause units to balk at "friendly fire" (this prevents a gamey issue). * Random settings in the QB generator won't combine armor force types with division types that have no armor (like Partisans). * Corrected a problem that sometimes caused two players in an operation to be shown different victory results. * Fixed a rare problem where a unit could fire a heavy weapon and not show muzzle flash/smoke. * Soviet crews show the proper Soviet pistol graphic. * Corrected a problem that sometimes caused a fire to grow larger (or not) depending on how many times the action was replayed. * Corrected a problem where a split squad could replenish more "healed wounded" casualties between battles in an operation than they should, resulting in an "extra man". * Fixed a rare problem that could cause loading a PBEM file to crash the game. * Corrected a problem where the casualty tally could be slightly incorrect in cases where a PBEM game was ended by a cease-fire or surrender in a turn where a vehicle or gun crew was just about to bail out. * Corrected a problem in the 'gun rack' interface that would sometimes not show the right MGs for a misidentified vehicle. * Split squads don't have direct negative effects on global morale or victory points. * Split squads don't cause large miscounts of casualties at end of battle. * Somua S-35 model places passengers properly. * When you 'reset' an artillery strike it remembers whether the original plan was for a wide pattern or not. * Fixed a FOW issue showing optics info for not-fully-identified vehicles. * Fixed a bug where vehicles would occasionally 'miss' a nearby waypoint and have to turn around in a tight space to reach it. * StuG IV gun won't depress into the hull when the vehicle is knocked out. * Vehicles that TacAI-retreat from a threat stop hiding. * For orders delay, a tank's in-leadership status is properly remembered across saves and reloads of the game. * Artillery aiming error is "reset" properly when you retarget out of LOS. * Corrected a bug in the TacAI hunting logic when smoke shells are available. * Changing targets and then switching back to the original target (all before clicking GO) won't forget target acquisition levels. * (French version) In editor, the Operations Parameters screen, the Battle Window size control has its "minus" button.
  19. OK! I think this (next) idea is so GREAT it should have its own thread, BUT since BOTH Moon and Kwazy Dog are posting here I would like to suggest this idea for the next game. I would like a "special" view like click "Shift 1" (as in view level 1 "special") and tab to see a view from someone's Binoculars. sort of like this: I would propose that any unit with optics and magnification like any tank commander or any HQ unit or any arty spotter "should" be able to be selected by the player so you could get their "binocular" view and zoom in to see "special" things or objects. Of course this would only be "cool" if the visual effect or the info from looking through the binoc's of that unit could ONLY be seen by selecting the unit and hitting tab and Shift 1 for that view, THEN maybe the player could see something that he would not be able to seen ANY other way. Maybe an enemy tank that is not moving in the far off distance is actually bogged but the game (from any other view) wouldn't tell you that, but you might actually see it from Shift 1? :eek: the idea being that the player would get info and intel about somethings on the battlefield only by looking through the unit with the binoc's that has LOS to the thing or object the player is interested in learning more about? its JUST a thought thanks -tom w [ June 04, 2003, 07:13 PM: Message edited by: aka_tom_w ]
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