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Sarge

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Everything posted by Sarge

  1. possible work around is to use "Team Speak" or one of the other online comm programs? or even Skype in talk mode only... but that would likely require a lot more RAM.
  2. i'l; be happy to see a few in red beret's
  3. Hey Sgt Schultz... yeah! i did that! specifically NE=German...SW=Allied.. but everyone showed up for the party in the NE corner
  4. i've designed my 1st Qbattle map... but when the 2 sides form up, everyone (all troops/allied and axis) are in the same setup area! can you tell me what i did wrong? or how to fix this? thanks!
  5. duh... thanks.. for some reason (not paying attention probably) i assumed that to also be pixels. appreciate the reply!
  6. can you tell me how to know a board is 1 km sq? editor shows pixels, and elevation of terrain is 5 meters.. is each pixel also 5 meters?
  7. .. i was thinking more about what might NOT be "living" (anymore) in there
  8. that the tracks still move.. it would have to be in neutral right? was it so at the time of its demise? or do you think someone climbed in and shifted it? can you imagine what THAT must have been like? not knowing if it was 'empty' terrific find ~
  9. hate to post something this trivial here, but after doing a search for FOW coming up empty, i don't know any other way. the question is, in playing IRON, the top level of CNBN, i find it still gives too much info on enemy units. i see the icon and on clicking it am told "HQ" or "Scout" or "mg" or "mortar" etc.... if it shows only the basic Inf silhouette, why can't this level also limit what the opposing player can know? .. sure, i can avoid clicking on enemy units, but can i trust my opponent will? can he trust me? or is there a setting i'm missing?
  10. my understanding is one is called 'grazing' fire... parallel to the ground for a bit then dropping when its energy is spent. the other called 'plunging' fire, was done at a maximum range, to where the rounds arched, and would affect an area, similar to indirect rounds. but harmless to any units between the weapon and target zone.
  11. thanks for the replies Gents! i overlooked the German smaller caliber ATG's and tho i understand the reasoning of not having the Quads (either side) i think they should be in game ~ but maybe the whole AAA concept is too 'hollywood' in my mind now off to find something that can move that 88!
  12. i did a search for missing units, but only found this thread. can someone answer to these 'missing' pieces? its only a surface of what could have been included, but i wonder why at all. a short list, and i should admit i'm not a student of time frame / availability and so that may be the reason for all.. but here goes: US quad 50 HT G FLaK - like 20mm either single barrel or quad G that big butt tractor to haul the 88 and crew around... i can't find a vehicle that will move the 88 speaking of the 88 Flak, - why not the smaller caliber? if the Allied player has fighters, that weapon isn't going to down anything. what about the smaller ATG for the Germans? that 75mm was as widely used if not more than the 88 wasn't it? or was it only the Eastern front? is there a larger list? sorry if i've touched a sore spot, i'm very happy with the sim, just wondering why some pieces weren't included ~
  13. hey Michael- the subject, as in battle size? or background? size is i guess considered medium, with background being total fiction. tho i've wargamed since the late 60's this is my first attempt at a scenario for CMBN. as for playing well vs the Ai.. probably not. i've just started to read and figure out what all needs to be done but before i spend a lot of time doing that, i want to see if play balance is at all close to enjoyable. if so, i can develop Ai... if not, well.. lets cross that bridge when we get the reviews
  14. one last piece before sending for a test..and its probably not necessary, i just want to know HOW to do it.. the preview maps.. "strategic/operational/tactical" how do i create them? don't they come from the map that is designed? sure don't want to have to now create those
  15. ok.. yes i will send it to you for review! but give me a few more days i just did a quick Ai test and the first thing that happened was i saw i had too many units - so some tinkering then i'll send. thanks ~
  16. thanks "snake eye" ~ i saw and understand the secondary assignments "Then you can assign different goals like Spot, Destroy........ You can name it and attribute points that will make a difference for the battle result." and the ground objectives, but what i don't get is the Ai assigning of anything, when i'm in the Ai pull down of the editor. i saw that it instructs to assign a unit using the "F" keys... but it also says to use the "F" keys for another portion of assignments.. (forget now which it was) and so if/when i go back to the purchase units screen, how does the "F" key assignment know for which portion of the objectives i'm using? it would be easier (for me?) if when assigning anything, that the units already purchased would now be on screen and selectable for each command - wouldn't it?
  17. i'm close to putting the finishing 'beta' touches on my first scenario for CMBN.. now what? i'd like two people to play test it, difficult to play it against someone myself.. two that have done this before, and can be objective and critique me.. no need for political correctness, if it sux, say so but be forewarned, it may be too horrible for fair play but how else can i know unless its tested? if interested, PM me with your email addy and i'll send it along ~ thanks in advance!
  18. yes PLEASE! small quick errors, i found right clicking can cure.. but a massive (start area) oops, requires a jump back to a prior 'save' and that can be equally less attractive
  19. i'm just putting finishing .... well, beta finishing touches on my 1st attempt at scenario design with CMBN. i am finding the Ai task, very intimidating. i'm reading, but afraid the explanation is not clear enough for me to assign 'unit objectives'.. i thought meant give a specific unit one of the board objectives, but upon further trial and error, it is apparently when one side is given the task to find/fight the designated unit... i think anyway ~ i'm trying
  20. Iron for me... the difficulty isn't a problem in PBEM, i've got the time. and it helps keep place holders in my mind... like 'last i knew 3d platoon was on hill 102'... but as mentioned earlier, Iron still gives too much info. a Tank.. or Light Armor would be enough till positive ID can be made... same for Infantry.. just 'foot soldiers' till .. till a PW is taken!
  21. Are scenarios/QB intended to run full time? or is one 'expected' in the game engine to know when its time to throw up your hands and surrender? i've been in the habit of playing till the game ends, but it seems i'm going to zero and then beyond. my current battle 'buying the farm', is now in its +6 minutes to the starting 30. is that normal? the US is mopping up, Germans are down to a few (3?) units, most having surrendered or even exited off... but the scenario continues. seems previous CM's would stop when the issue was no longer in doubt. CMBN i get the feeling its left final decision more in the hands/mind of the player. yes?
  22. no 'green' background at nite for RL... there you need to throw a tent half over your head, and light a match or ignite the lighter, or flip the switch to "ON" on your 'torch' / flashlight
  23. i don't recall the game, but i always liked it that the 'map' was not revealed until you had units entering it. so on setup, about 90% was just blank. then, as you 'moved' the next square - say about on a 100 squares map, the next 1 square would be defined.
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