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K Jonsson

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Everything posted by K Jonsson

  1. Thoughts on possible intelligence advantage results: 1. Make the enemy operational moves visible for the side with higher intelligence. 5/10/20 for each level of difference? Maybe higher percantage for armies and tank groups than corps? 2. Show how many enemy units are within 3(?) squares from a city? A percentage for each city, lower for the enenys home country. Minimum of one, so as not to show emty cities. Different numbers for armies/corps and so on. 3. A chance(?) to see which countries the enemy has diplomacy chits in? 4. Show when and where transports/amphibious assaults are embarked? 5. All of the above? But maybe that just makes intelligence a must have. /Kristian
  2. A little update from my side. I tried changing the resolution from 1400-1050 to 1280-1024 and it worked. No crash =) Using the savefile once again with 1400-1050 once again crashed the game. So, I guess it's not a big problem since it seems it's possible to work around it. /Kristian
  3. I got a pop up window during the AI turn saying: FAILED(draw_sprite_on_map_surface) Segmentation Violation I was playing the Zitadelle scenarion, and I get the same message every time I run the auto save, have repeated it six times now. Seems that it is tied to the attacking of one (or two) specific russian unit. Any ideas anyone? I have the autosave, ERROR and errorlog if that might help. thanks in advance /Kristian system: laptop, ATI mobility radeon 9000 32MB, centrino 1.5GHz, 512MB RAM, windows XP service pack 2, extra monitor (expanded desktop) game running on laptops screen
  4. Napoleon in Russia... For those of you who haven't seen it, here is maybe the worlds best diagram ever: http://www.ddg.com/LIS/InfoDesignF96/Kelvin/Napoleon/map.html /Kristian
  5. Just throwing out some ideas that might work to simulate some of the ideas. Please remember that I haven't used the editor either so some of my suggestions might seem a bit strange... Extra mpps for german summer offensive Add an extra minor that is activated on a certain date. To get rid of it, let it be anectaded by lets say USA which also has to be added. You can also have o convoy from some country, lets call it Kruppsland, that that only comes at a certain date. Easy (?) to fix with events. paralyzed Soviet at the start Make all(?) russian cities start with 0 supply. Have the russian capital start at an island with no connection to the rest of Russia, ie maximum supply level of 5. Then move it to moscow at a certain date. simulate Soviet disorganization in 1941 and some of the stupid mistakes made by them Add extra major/minor countries to represent some of the military districts. It would almost force the soviet player to make some suicide attacks. Or maybe put the capital in the urals. stopping russian fleet from unhistorical adventures Just place the units in Leningrad and give it a movement of zero. I hope I have at least given you some new ideas on how to use the editor to simulate what you want. /Kristian
  6. Regarding samt turn weather: do you think will it be an advantage to the allied or the axis side? I assume everyone is talking about the allied getting the same weather as the axis. What I mean is that the axis could then be absolutely sure how the allies can react, while the allies don't get the same advantage(?). However the allied player can always gamble, ie clear weather in october probably means he can expose himself a lot more. Any thoughts on this? If it's considered as an advantage to always have your opponent getting the same weather as you then maybe this advantage should shift later in the game. Maybe when certain conditions are met or on a set date. I hope I make sense. It is sooo clear in my head, but not when I'm readning it =( /Kristian
  7. I don't have the manual in front of me, but if I remember correct a HQ that is destroyed can't be bought back. However if you have soft build limits selected you can still buy it at an increased cost. I think thats what you are seeing here. It can of course be questioned if the HQ should be in the list, but how could you else decide what rating a soft built HQ should have. /Kristian
  8. I have thought a lot about how cool it would be to let the computer take over any side/country at any time using your own AI scripts. Imagine the best script writers battling it out against each other maybe with the option of adding new scripts during play =) Might sound a bit geekish, but I think it would speed up the development of both scenarios and the the AI. /Kristian
  9. Great work! I also found the AI a little bit more agressive and the diplomatic pressure on Spain is nice =) However when the AI declared war on Vichy France there where no allied units within range. I think war was declared at the same time as american transports were being loaded. Not exactly sure about this, but when the game ended the american transports about in the middle og the atlantic. keep up the good work! /Kristian
  10. I've experienced the same thing. When I came within two hexes (I just can't write the "other word") of Berlin; he operated a lot of units to the city. However all those were operated away the next turn when I came adjacent to the capital of Rumania. Slightly wrong priorities... /Kristian
  11. You can only change the USA-UK convoys and the UK-USSR convoys. It seems that your screen shots are from the beginning of the campaign. Just wait until USA or USSR has joined and you will see the arrows =) /Kristian
  12. I haven't got the full game yet so I can't comment on exactly how powerful invasions are in the game and if they need some changes, but I'll still throw in something I've been thinking about. As some of you already have said, it would have been close to suicide to attempt an invasion if you didn't have complete(?) air and naval superiority. This is not the case in the game though. Ideally defending air and naval units should be able to react to an invasion force, but since the game is turn based that is impossible without either changing the game fundamentally. My "solution" would be to have all nearby defending air and naval units influence the amount of landing casaulties the invader suffers. Lets say one extra damage for each CA within half their striking range of the landing, two extra damage for each BB and three extra for each air. Maybe friendly air and naval units should decrease the extra damage by the same amount, maybe a smaller amount. Only for unused units? Another soultion might be to let defending air intercept the landing just as a regular air intercept. Maybe allow naval units to be set to intercept mode? Any thoughts on this? Am I just a ranting maniac or is it something that might work? /Kristian
  13. Control-escape is the same as the windows key. At least on my IBM thinkpad. Even though you don't need it for CM it can be good to know. /Kristian
  14. Not so small as most people think. We are actually bigger than Germany. How many swedes do you think are aware that? Some might argue that Germanys population is bigger, but as everyone knows quality beats quantity evrytime Regarding WWII history teaching. My teacher in 9th grade, or maybe one or two years earkier, told us of a memory aid to put all the early war on a time line. Just think of all the major events as occuring in a counter clockwise spiral. Ruhr, Austria, Czechoslovakia(SP?), Poland, Finland, Denmark/Norway, Belgium/Netherlands and France. I've never heard of anyone else being taught that in school, or maybe they just have forgotten it.Not so hard to remember, at least not for those with some interest in WWII. One other thing he said was that democracy, as we know it, mostly is about how the majority treats the minotity. /Kristian
  15. The risk of setting off a mine is less when using move than fast. So I guess it decreases even more if you are using sneak. At least it works that way in unspotted minefields. If you think about it it actually makes sense in Real Life™, if you are moving slow you are more likely to see signs of a newly diggen hole. /Kristian
  16. Because they ar sooo much cooler! They've got the human wave option. Learn to use it well. Did I say that the T34 was cool? Wel it is! And it can be useful as well. The russian gets to buy more armour in a combined arms QB, this coupled with cheap (radioless) tanks makes for a very formidable force. Forget about artillery, unless you have TRPs. The russians bring their artillery on tracks to the battlefield. Especially on the attack! An example from my own experience. In my first (and only) QB so far I was defending as russians in 42. I had two platons of T34 and my opponent had one platoon of panzer38s and one platoon halftrucks with 37mm guns. His tanks couldn't hurt me. Well, they could, but not easily. The game ended when all his armour was lost with only one of my tanks immobilized. Someone else might have other suggestions, but this type of game suit my playing style /Kristian
  17. I noticed that your panzer was elite. Is your whole force elite? Then maybe you should try buying troops with lesser experience, remember that they are A LOT cheaper. Then you can 'afford' to lose some tanks and infantry platoons and still have a strong force left. Also remember that you don't have to have all your forces near the flag to control it. All that is needed is one single squad. Maybe a platoon while the rest of the company is ready to counterattack if the enemy should be able to capture it. Doing that means you won't lose to much when heavy artillery begins to drop. Using that tactic might seem to make your defensive position very weak, but in reality it probably makes it stronger. You should instead have additional troops on the flanks with a narrow LOS to the front of the flag. Doing that will almost make it certain that you will get flank shots against enemy tanks that approach. Assaulting infantry is easily (sometimes...) taken care of with a couple of MGs. Now if he tries a flanking manouver you will have more forces ready to deal with that threat. You said that the games always turned out the same way. Always? Maybe you should just change tactics and try to throw him/them off guard? Another thing you said was that your opponent didn't move his forces until half way through. This is something you should be able to take advantage of. Here are some simple ways to do that: 1 Don't defend the flag. Instead you should defend the nearest cover in front of them. Doing this forces your opponent to waste precious time taking an unimportant patch of woods. If he seems to be able to take it, bug out and drop your artillery on him. Chances are he won't have time to regroup for another assualt. 2. Guns, guns and guns. Maybe some more guns? Guns are small, cheap and deadly. They are even better in probe/defense/assault but if you have half the game(30 or 40 turns) to set them up you should be able to find good positions. Even by itself a small gun can move a surprisingly long way in 10/15 turns(how long are the games you play?), and that should be enough to get flankin shots at tanks trying to flank you. Or you can gamble that your setup zone will have a nice patch of woods with good fields of fire which is just begging to have an 88 in it 3. A spoiler barrage can work wonders if he doesn't have much time left. Rockets should be fine, the delay won't matter because you will have had o lot of time to set it up. Or maybe some artillery with a lot of ammo and long reload time. The germans have some observers with only two guns (howitsers?), I haven't tried them but they should work fine. It's not killing that counts here but the delay they cause. I hope this helps /Kristian
  18. Yes it is. The AI can't handle assaultboats. Hopefully in the enginerewrite /Kristian
  19. Wasn't there a known bug concearning the 88 in CMBO which only occured in operations. Once it had been spotted it was always visible. Even in later battles. I think it had something to do with the size of the gun, although it wasn't intentional. /Kristian
  20. Not authentic? As I understood the original post it was the exact opposit. :confused: Or maybe I read your post wrong. But if a russian woman says she can't hear any accent in most of them then I think thats very high praise. BFC got it right. Again... /Kristian
  21. Sounds interesting, but (there is always a but, isnt it)... How do you track victory points when one player suddenly gets more artillery worth a couple of houndred pointd? Shouldn't the other player (who is winning) also be able to get some more? "Just one more minute of fire on the woods and we will route the enemy! Please..." I agree that it would be more fun _not_ knowing the enemy is out (or almost out) of shells just because you know that in a 100 point QB you can't buy more than xxx. But how do you code this? From what I've read the airsupport in CMBB will no longer be so random that it's now because ppl complained about unplayability. Do you think BFC should make the artillery more random instead? I think someone wrote that every platoon leader in the US army could (in theory) call down artillery from any battery that just happened to be free at the moment. How much would that platoon cost in a QB? Anywhere from 150 to 3000 points? Lets take the middle value, 1500. Wouldn't be much fun only having just that one platoon in a QB, would it? Not trying to put you down, I'm just pointing out some problems which can affect playability when something as powerful as artillery is modeled. I still think I would like to have some randomness in the arty though. And I don't think I'm alone. So if you can come up with a playable solution I'm sure BFC will at least listen to your proposal. /Kristian
  22. But does a TCP/IP player always play more games? One of my opponents had the game installed at work so he could play a turn when he had a couple of quiet minutes. By doing that he managed to play games ge wouldn't have had the time to play if the only option had been TCP/IP. I think the same thing applies to a lot of other players. Even when Real Life™ is at its worst I can usually squeeze in one ore two replies each day. In those cases I probably use less time than the average TCP/IP player. Maybe that makes me a better player /Kristian
  23. This is one thing that most ppl seems to agree on. At least those from Finland But should BFC treat finnish SMGs differently? Probably... Lets see if I can make my point clear. If its role was the same as the LMG in other armies the squad would have relied on it more than soldiers in other armies. Things like extra ammo being carried by other members in the squad and always having the best/toughest member using it might be enough to raise the firepower a little. But one thing that definitely should be modeled that will differ from other armies is the probability that the SMG will be lost if one man is hit. I think it should be treated just like the LMG is mow. Any comments from beta testers on this? /Kristian
  24. It could be the last all finnish tournament . Think about it, how many finns will agree to play the russians? Maybe its time for BFC to rethink about implementing an option where you can play against the same side. /Kristian
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