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Kraut

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Everything posted by Kraut

  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
  16. Well, it doesn't seem to be "modelled realistically" to me, whatever the hell that means. Those two inch mortars are more friggin dangerous than a piat or AT gun at close range. I can't tell you how often my 75mm vet paks have missed shermans at no more than 100m (ohh, and the paks were not fired at and missed the first two rounds, then were sent straight to hell). But the two inch mortars seem to find their mark every single time after only a few rounds. It didn't happen once, it didn't happen twice, it happened so many times i just stopped counting. Why did the allies even need bazookas if they could use the two inch mortar (or the 60mm) as a light AT weapon? Judging by the rate at which my scout cars get grilled by them in CM, i can assume they didn't. I can assume they only made billions of them just to make some contractor rich ... lol All i'm asking is that BTS reevaluate the frequency of the top knock out hits on scout cars and HT's, by little two inch mortars (i'll accept the fact that my light AFV's are toast under a heavy 81mm or greater barrage). MK
  17. Grrrrr ... what the hell is this? Weenie little 2 inch mortars taking out my scout cars with more precision than an AT gun?! Since when do brits have laser-guided mortar-bombs? BTS, could you tone this top penetration business down a little ... no, wait a LOT. This is insane! I'm using the 1.03 patch btw ... Kraut
  18. Thanks, good to know the problem was addressed. MK
  19. Sigh ... not the first time i posted something about the ops being screwed up. Last time *was* with detail, yet i don't see anything about it on the board, nor do i remember any real interest in the problem. The first operation i played was team Desobry. I was the german attacker. I attacked, lost ALL my armor and my scout cars, hell even the trucks bought it. I lost about 30 infantrymen in total also. I wasn't able to penetrate at all into the city. I did't even get into one of the houses. I killed a lot of my opponents tanks, but he still had two or three left (plus a scout car or two) and 99% of his infantry. I got a total german operational victory after the time ran out. This seemed strage to say the least. I lost most of my forces, all my armor, was basically kicked to hell and back, yet i still get a total operational victory?? What about day two? The reason we play ops is to be able to lose a lot of men and equipment and still have a chance to "fight another day". Not wanting to give up on the oeprations we played another one. I don't know the name; it's the one where the americans have to relieve a hill and are moving up a single road with hedgerows everywhere. I was germans and defending. I annihilated my enemy, and at the end he only had one sherman and an HT plus some infantry left. I took a good beating but still had most of my forces, including the pz4. I get a total operational victory. This would have been fine if it had been a total victory for the first battle, but again, what about the next battles? The amercans are attacking here ... don't they get another chance at attacking my lines? Did i miss the "you lose X amount of forces, and the op is over" line in the briefing? We played one more op, the one i originally posted about here. It was the "punching a hole" op. I was germans defending. I killed most of his tanks, some HT's and scout cars. He got most of my bunkers and one panther. He broke though my lines, but i moved my second panther far into his rear area. He gets a total american operational victory after the 15 minute battle. Why? That's nuts. What about all those re-inforements i should have gotten on day two. Where's the fun in quitting an operation like that? Something seems broken with these operations. Or at the very least, the makers have to indicate that "if even one little piss ant scout car breaks through this invisible 'line', you will lose the WHOLE operation". You know, give us a little more info ... MK
  20. Ok, now it's official. I've just finished the third op against a human opponent and no mater what happened in all three, the result was alwasy a total operational victory for one side. No second, third or forth day ... nothing, just the first day like a single battle. BTS, what's wrong here ? MK
  21. erm ... 5 out of 5 stars ... MK
  22. http://www.cdmag.com/Home/ 5 stars ... not bad. MK
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by anime586: Well for me i think CC is way more better than CM i mean in CM the commands are the same as i CM they just added more and put some graphics in it -anime<HR></BLOCKQUOTE> Dumbass ... Well ... ?! MK
  24. Yup, seen my ambushes turn into desasters many times. It would appear something's not quite right with the ambush command. MK
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by Manx: Why?....what you up to Kraut? <HR></BLOCKQUOTE> Nothing ... really, just trying to have all people post their URL's in one thread. For future reference. MK
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