Conscript Bagger
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Posts
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Posts posted by Conscript Bagger
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Big ol' list:
http://www.battlefront.com/community/search.php?searchid=952338
NCrawler's CMBB sound map:
http://www.battlefront.com/community/showthread.php?t=38850&highlight=sound+map
Hope it helps!
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Since you need to enter a password to view the opponent's setup, when he gets the file he won't be able to get in.Originally posted by brycie35:When you are player 1 and auto buy for both sides, you can simply re-load the PBEM file after your move, put in any password (its your opponents side is not password protected as yet) and view what you are up against.
If you (the hypothetical cheater) were intending to generate another file to send the opponent, it would contain new random forces that you hadn't seen.
On second thought, there is a way to do it, but it's all pretty bush-league to begin with. Cheat on your taxes, if you must, but CM is sacrosanct.
[ May 07, 2008, 03:01 PM: Message edited by: Impudent Warwick ]
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So operationally, they fought the same way we play CM?Originally posted by JasonC:That being so, it would have made much more sense to grind through said reserves as carefully as possible, with little attention to immediate haste and plenty to exchange efficiency. But they didn't. Wasn't doctrine, didn't fit the high hopes always brought to the table, etc. Everyone generally thought too highly of the initiative and not highly enough of conservation of own side force.
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AOH - Specially designated artillery/army
CO - Secret Service (section)
From RKKA in WWII (click the Abbreviations button, then the "Typical Soviet Abbreviations" link)
Not sure about the others; try the other abbreviation info on the site, or e-mail the owner (amvas) - he's helped me out in the past.
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That TALACOSI game on the site looks nice, too... anyone tried it?
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Jason -
I followed some of the discussion on the 80mm StuG issue, but quit before the end to keep my head from imploding. What was the reason BFC gave for not changing the penetration values in one of the patches?
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Nice! Thanks for the heads-up.
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Dowarisch, maybe you did this first, I don't know - but is CMSF set to run on only one of your twin processors? It was unplayable on my system until I did that (although even now I don't display shadows because they flicker a bit).
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I think it has to burn.
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Good stuff, but nothing beats the CMBO armored clown car.
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To be fair, everything the reviewer said is true in terms of gameplay. Your units move slowly, deceptively so when they're using Advance (Move speed but Run animation). Tanks are slow, especially off-road. You can shoot and shoot at an enemy squad and never see an effect, thanks to FOW.
Those of us who play CM don't care - in fact, we like it - because it's all done that way for reasons we understand and appreciate. It's not the reviewer's cup of tea, but most of his favorite games are probably not mine.
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If fortifications are terrain, and (AIUI) are unspotted by default, does that mean the rest of the map is unspotted at game start also? Or are "fort-terrain" and "ground-terrain" treated differently for spotting purposes?
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I'll take one, thanks.
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Hmm... how many polys for a flail tank?
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Hmm... how many polys for a flail tank?
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Nice video!
I kept waiting for "We'll Meet Again" to start up on the soundtrack.
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1. The kitchen sink.
2. CMx1 sales figures.
3. Lightning-quick turn resolution on my circa-1998 rig.
Actually, I'd settle for just two of the above.
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That design error was the legacy of BFC's skepticism toward reports of Finnish pinecones' effectiveness vs. Soviet tanks. They adjusted all the penetration stats in the game downward to bring the Finnish weapons in line with reality, and unfortunately the game was published before conclusive photographic proof was furnished that the Finnish stuff really was that good.Originally posted by Bigduke6:Certainly the Soviet sticks are undermodeled. This is because the designers failed to take into account the fact that Russian stick woods (oak, ash, larch, etc.) are denser than German stick woods. This is because Russian dirt has a high metal content than German dirt, and because Russia had larger forests and so more wood to select sticks from. Admittedly Soviet stick selection was poor at the beginning of the war, but by 1943 Soviet sticks were quite effective at flailing dead horses from the flank at short ranges normally found in combat. My life is much worse for the fact that I can't do that in the game.
CM's sales in Finland never really took off as a result, and I think even "Where in the Woods is Carmen Santiago" outsells CM there.
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That's easy--ask your opponent, then do the opposite. Unless you think he anticipates your doing that, in which case you take his advice. Unless you think he anticipates that, in which case...Originally posted by Der Kuenstler:Ok I just wanted to know if it was possible - I was in the middle of a raging PBEM game and didn't want the sideshow of doing all the experimenting myself at that time
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Yikes. That is really high. This is across dry open ground right? So how about roads? Would be interesting to run a few tests on dirt roads to see how often it happens.Originally posted by jacobs_ladder2:</font><blockquote>quote:</font><hr />Originally posted by Walpurgis Nacht:
I just ran a lengthy bogging test comparing BB to AK. It confirms my earlier posts on this decisively.
In both cases I fast moved tiger Is (middle varient), 4000m over flat dry ground, july '43. 6 sets of 320 tanks. At the end of the run I counted the immobilized tanks.
BB 1,920 tanks, 201 immobile =10.4%
AK 1,920 tanks, 68 immobile= 3%
If this were even close you could debate it somewhat, but it seems pretty clear that even BF wanted to tone it down a bit in AK.
Cheers
Paul </font>
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http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=recent_user_posts;u=00016504
Three threads. Four days. Fifty posts, most of them consecutive.
If he isn't UserTittles, he does a great job imitating one.
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And a darn fine reason to keep your tanks buttoned from turn 1!
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And a darn fine reason to keep your tanks buttoned from turn 1!
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1 x TkOriginally posted by Wubbits:</font><blockquote>quote:</font><hr />Originally posted by gibsonm:
</font><blockquote>quote:</font><hr />Originally posted by Michael Dorosh:
MAJ Gibson...Sir....good luck! How many armoured regiments do you have Down Under?
4 x Recce (2 Full time, 2 Reserve)
2 x APC (1 Full time, 1 Reserve)
2 x Ind Recce Sqns (both Reserve)
Meanwhile back on the topic ... </font>
Finnish landscape
in Combat Mission: Barbarossa to Berlin
Posted
One of the nice things CM1 does is to leave a little gap in between different types of tree tiles. If you cover a 10x10 tile area with, say, pine trees, you get a 100 tile area unbroken and completely inaccessible to vehicles.
But if you were to alternate pine and woods like this:
PWPWPWPWPW
WPWPWPWPWP
PWPWPWPWPW
WPWPWPWPWP
PWPWPWPWPW
WPWPWPWPWP
PWPWPWPWPW
WPWPWPWPWP
You would get a checkerboard tree pattern (obviously) with a narrow grid of open ground running between all squares. In a less extreme application, you can use this to make "forest trails" that vehicles can negotiate slowly. I really like this feature as an alternative to 20 meter highways or open meadows through rural forest. Of course, there's a time and place for those too.
One other note on LOS, the last time I checked (several years ago), wire emplacements were treated like open ground for LOS purposes, no matter what terrain they were set up on. This lets your defenders extend their LOS in the forest a bit as well.