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Kraut

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  1. Hmmm ... i have found if i use "tactics" then the game works very very well. Hell it works marvelous! These "tactics" include buying only tanks and armored vehicles and a few infantry just to watch them panic and run away (it is so much fun!). I am blatently flawless fundamentalistic ubermenshenrealistic! Right? What utter BS ... I have played at least ten CMBB games against human opponents, and numerous more against the AI. Each and every time i try to go even remotely heavy on the infantry the gameplay just flat out sucks. Even when my opponent and i restrict tanks it all comes down to your armored vehicles. One MG bunker and a few AT guns will hold off whole armies. It's redicuous. So now need to read miles and miles of posts to get advice on how to use infantry because i can't rely on them to return fire? I am also too damn stupid to use the new commands? More BS! Woooop di du dei! I just got done playing a solid tcp/ip game with CMBO and it was great! Infantry actually returned fire instead of running away! You could count on your infantry to perform. Infantry were actually able to move up to a treeline and create a base of fire to let another platoon advance. You think you can do this in CMBB? Hah! A few bursts from an enemy MG will send a whole damn platoon running for home. Noone can tell me that this infantry is worth a damn. No matter how fundanmentally functions flabberheiner they are. Kraut
  2. Hey Andreas, Veteran and "Crack" infantry should NOT panic and rout when they come under moderate or light fire. They are supposed to remain composed, seek cover and return fire. They don't even go into the pinned state for longer than a few seconds before they start running. Rediculous ... According to the manual veterans are soldiers who have had good training and have seen combat. So i assume they have been in similar situations already and are well disciplined. Yes, there might be some soldiers in the squads who are replacements, but having the whole damn platoon to panic and run off the battlefield is just insane. I do not want supermen in this game. But i want my guys who are more seasoned to remain in a stable mental state and not start soiling their lederhosen at the first sight of the enemy. Kraut
  3. Seems to me that Crack SS grenadiers should not panic after taking three bursts of MG fire at 500 meters, especially when under command. And watching a whole veteran platoon panic and rout after taking a few 82mm mortar rounds is kinda flaky. I guess panzers are the way to go in CMBB ... kinda sad, cause i like infantry. Kraut
  4. Hi All, Would someone please refresh my memory on how i can go from a PBEM to a TCP/IP game? I thought i remember doing it in CMBO, but i can't remember how it was done. I have a PBEM file and i am hosting a game yet i don't see mto be doing it right. Currently i am going Join MP-> Load PBEM, but my oppoenent can't find the game. Thanks, MK *EDIT* Problem Solved! Thanks all for helping! [ October 26, 2002, 02:33 AM: Message edited by: Kraut ]
  5. Thanks, gonna go try this one out right now ... Kraut
  6. Rune could be the king of china for all i care, i don't give a flute... There is definitely a problem here ... Next time this bug happens, which won't take long, i will send you the file and information. Does that make me a supermegaueberwhopperpoopertester too ? ... Bah ... Kraut
  7. Or is it a feature ... ? Dismounting from HT's or other vehicles is extremely hard to time properly with the movement of your vehicles. That is, i can't give my men orders to dismount at the beginning of a turn, while at the same time ordering my vehicles to move too, even when i put in a generous pause order for the vehicles. My men stay mounted until the vehicles finish their movement orders! Crazy! Here's and example: I had a platoon mounted on trucks. I paused the trucks for 30 seconds (add to that another 13 seconds for the regular exp level), then ordered them to move away. Also, i ordered my troops to dismount while the trucks were sitting still, and they had a delay of 13 seconds. Now, that left 30 seconds for my men to dismount, which is more than enough, usually. But, my men didn't dismount! They sat around until the trucks moved to their new positons, THEN the men dismounted within about 5 seconds! Feature? I think not ... I'm sure someone has noticed this one a long time ago, and it's not *all* that serious, but i'd really like to have the dismounting thing here working properly for those times where every second counts. Kraut
  8. Yes, we now save the game before hitting go and that seems to work when these consistent crashes occur. Apparently it is only the autosave file which gets wasted. Kraut
  9. Trying to help me? You sounded more like a smart-ass trying to give his ego a rubbing ... I know it's something with the code because i can replicate the problem, and it happens after the file was uploaded. It's not an occasional thing, and it doesn't happen in the middle of games. Therefore it must be a bug in the code, and should be fixed. Kraut
  10. A two hour game ... i am o so happy for you. Yeah, there are many v-a-r-i-a-b-l-e-s that can affect the connection. But as i said, my problem isn't a connection dropped here or there, but rather that the connection blows after a certain time, and the game never lets us continue that same save-game again. It always dies at the same turn ... Kraut
  11. Rolls ... try the "endl" stream operator. Itflushes the output buffer (or something like that). If you use getch() you have to put a endl into the stream for your output to show up. while ((i=getchar())!=EOF) cout << i << endl; MK [This message has been edited by Kraut (edited 03-01-2001).]
  12. This sucks ... bigtime! I have now played three ip games as the host, and we havn't been able to complete any of them. After about 10-15 turns, the connection always crashes right after data-transfer. I reload the game, and the same damn thing happens again and again! Time to look at your code again boys, cause it ain't workin ... Kraut
  13. Ahhh ... the soothing words of the lead programmer/guru. Thanks Charles! MK
  14. I sure wouldn't complain if this kind of eye-candy were in CM2 ... MK
  15. People, 1) i'm not talking about a mortar barrage. I'm talking about a little piss 2-inch mortar decimating my entire friggin force. 2) I'm not talking about *IF* it is possible for a 60mm or 2-inch to kill a scout car or HT, i'm talking about the insane hit-chances these suckers have. Laser-guided weenie-bombs that take out everything i own. Ohh, and it's not just vehicles that are standing, the mortars tend to hit moving targets just a good. The hit chance should be toned down a good deal, 'cause this just isn't right. Kraut
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