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TeAcH

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Everything posted by TeAcH

  1. -=Split here=- Issue one is the continued shelling of rubble after the building is destroyed. Issue two is a request to allow structures to be targetted. Two seperate issues that are somewhat related. Lets separate the two. On issue two, the absence of such an innovation belies the touted true 3D environment to some degree. For if go to level 1 (ground level) and lock to a unit view, and I can CLEARLY see a house, I can not always target it. If the very bottom edge of the 1st floor of the house is blocked, I cant target it. Period. That is in contrast to the whole 3D environment in this game, IMO. If I can see the house from perspective one, I oughta be able to target IT. TeAcH
  2. Well said Mark IV. I don't have anything to add, now. You made the case very well indeed. Especially in your last post. Seems like a no brainer to me. "Then area fire the rubble after the building goes poof". -Excellent Turn houses into selectable targets while also allowing visible units inside to be targetted seems no different then the occasional infantry unit hiding under an active AFV. You can target both and they occupy the same area. Thanks Mark IV. TeAcH
  3. Just a thought but perhaps a Defend Arc (now Ive done it! Ive brought that one up again) could work for all units in a slightly different manner. Perhaps not Thanks for 1.03!! TeAcH
  4. Thanks. If we could just target the building that would address the targeting/LOS issue AND the inability to currently fire on it until it goes boom.
  5. Good point Elvis. Thanks for keeping me on track. Yes, I want to keep area fire as is with respect to its intended purpose (supression, flushing out units, etc). In regards to the building targetting, there needs to be some middleground. You said: <BLOCKQUOTE>quote:</font><HR>The only reason I could see for what you are asking for is to level a building for LOS purposes. Again it is only for 60 seconds. Because we have rewind and pause that 60 seconds can sometimes seem like forever but it only a minute of combat.<HR></BLOCKQUOTE> Yes. We agree (not the 60 part though). If the building itself was selectable like a pillbox for example, then we could plan to fire at it until it is flattened (destroyed) and nothing more. You gotta agree with that. Only 60 seconds or not, if the building went up in the first 5, the remaining 55 seconds could be better utilized by the AI. Agree? Maybe it would go something like this: The setting -Enemy infantry runs into building -Tank targets building (area fire) -Action round starts -First 5 seconds, building goes boom -enemy infantry runs out of building as it stands now -tank continues to shoot at same piece of rubble even though the objective was met (destroyed building) -infantry gets away as I propose -tank stops shooting at newly created pile of rubble. -tank acquires fleeing infantry OR another target of opportunity Whadya think? Convinced? I know you have been around this game and forum for awhile now Elvis. You certainly have experienced this in a game havent you? Thanks TeAcH
  6. Timed area fire might work but the only problem I would see with it is, what if I wanted my fire to continue only until the house is destroyed, then the AI is released to target at will. A timed area fire would not 'fix' the issue, IMO, though it may address and improve upon other ones. I am specifically talking about the difficulty in targetting a structure and ordering it leveled. Simply making a structure an independant and selectable target type would fix it. Yet we would also need to be able to target units that reside in the structures who present themselves as specific targets. Im not a programmer. Can this be done? What could fix it?
  7. You guys deserve each and every reward you get. Well done. You have revolutionized and revitilized the war gaming industry. You have made a lot of people realize how much fun wargamming can be. BTW, you oughta add the PC Gamers editors choice award to your web page along with all of the others. TeAcH
  8. Yeah (and thanks) but I thought all of that was being done in the action phase not the orders phase. Thats why you get ding'ed (delay-wise) when you adjust fire. [This message has been edited by TeAcH (edited 08-01-2000).]
  9. Yes but wouldnt you want to give the order, "Level that building!"? So the tank does just that, but say some men then are flushed out of the collapsing building or rubble. Wouldnt you want your tank to then target them? As it stands, your tank will just keep on shelling a spot of the rubble like its AI is disabled for that 60 second phase. TeAcH
  10. Okay..searched to no avail. What happens is this. Using my tank (in this case) I target a house that I know contains enemy infantry. I want to destroy the house. I sometimes have to fiddle with the unit's targeting "line" to select the house. Seems like the targeting line breaks right a the end of the house. There are times when the unit does not seem to want to target the house even though from perspective "1", the house is plainly visible. Does the target "line" search for the extreme bottom edge of the structure and disregard the roof? (Ill have to check) Solution: I'd like a way to target structures independantly of units. Issue two: The area fire continues throughout the whole action turn even if the house is destroyed (desired effect) on the first few shots. We have all seen this. The tank just blasts away at a spot in the rubble when the house we wanted destroyed is now gone. The tank continues to blast away at rubble when other targets of opportunity are present, some of which were exposed by the now missing house. Again. Id like to see a way to target structures making the selection of them easier. Id also like to see my tank crew select a new target when mission is accomplished (house destroyed). Your thoughts? Thanks TeAcH
  11. This is your CM ................ This is your CM on grass !@#$%^&*(!@#$%^&* Any questions?
  12. Loki: Thanks. I understand the adjust firing delay vs picking a new target altogether. What I was commenting on was while you are in the orders phase and say, havent picked a target for the arty FO at all. You pick one and then see a delivery time of 1 min, then adjust it a bit OR change your strategy mid way through the orders phase a few times and the delay can and will increase to 2 mins (once a certain number of "1 minute targets" have been changed - usually 2 or 3). Hunter: True. LOS would suffice but I agree with Bulletheads last comment. If it can be circumvented via the LOS tool, whats the point? Again, no big deal. It can be a little annoying when you like to really get into your orders phase readjust the arty target after you plot the moves of 20 units and you get an extra minute tagged on. I think some players may reload their whole orders phase to start all over when this happens. Bullethead: I agree. I'd like to see this reconsidered. Not a biggie tho. TeAcH
  13. Interesting article Chris. I too have noticed the tanks tend to override the players oblique angle and face some tanks head on, thus decreasing the chance(s) of a ricochet. Wonder why? Also, Madmatt, could you download his files and see if they are 1.03 and if there is a problem. You are a beta tester right? TeAcH
  14. I noticed when plotting my moves and finding a target for my arty spotter, the barrage arrival delay will increase by one minute if you re-plot the target a couple of times. It may start out with a one minute delay for the first couple of target selections but then go on up from there to 2 and 3 mins if you change your mind and change targets. Was this done intentionally in game to penalize the player for being indecisive about where he wants the arty delivered? If so, I guess I can live with that but I thought it was an orders phase. Why not penalize other units with a firing delay then if you bounce between several targets. Whats the rationale? Perhaps this is a bug. Can someone tell me? Thanks TeAcH
  15. Okay. Thanks. I suppose I needed to be reminded of that. For the record, the tank was buttoned and my squad was inside a one-story heavy building a distance of 20+ meters from the tank at the tank side. So the CM engine considers that distance (20 meters) "close assault" and simulates a squad member or two to run out to the tank and attack it BUT all I see is a grenade tossed 20 meters? Does the engine handle it like this for squad to squad combat? Fionn, what would be the minimal distance, according the CM engine, that would allow the tank-commanding player to use to minimize this sort of thing? And if this was a close assualt, wouldnt the TC have fired off that AP mortar-thinga-ma-bob? Perhaps he could have if he had seen the soldier, etc...right? TeAcH
  16. I had a squad enter a building and then toss a hand grenade (not a gammon) at a King Tiger just outside the building. The tank was destroyed. *Disclaimer* This is not a flame or whine. This is purely for educational purposes only. How did this happen? Thanks TeAcH
  17. Time to resurrect this one since the release of v1.03. Talenn: What's your opinion of MG fire now? Thanks TeAcH
  18. I have seen this too. Anyone else care to take a stab at explaining this one. TeAcH
  19. I have had the same prob with my Viper 2 and Win 2k. I ended up playing it in win98 (dula boot). I didnt try to tone down the res cuz the viper 2 win2k driver doesnt seem to allow automipmapping from the control panel so the end result is CM looks pixelated in win2k. TeAcH
  20. May an option to change the color within the game. I happen to like the gray myself.
  21. Hi RCMP. Search around and you'll find that the fog in CM uses "fog tables", an older technology that most new cards dont support, unless the driver address it. Im out too. I have a Viper 2 and cant see it. TeAcH
  22. The Panther. All around champion. Question tho...were the PIVs really that pitiful?
  23. Count me in too Elmo. Tell'em to fix that darned Viper 2 (crapola 2). Thanks TeAcH
  24. I agree with sniperscope. The attention to detail, acceptance of feedback, and timely release of patches is unparalled in the gaming community. Although TCPIP capability is high on my wish list, better Tac AI and the stomping out of bugs is priority number one in my book. Besides, a lot of us voted way back when to allow the game to ship without the TCPIP addition. Now we have the game, which is clearly better IMO. TCPIP can wait until ALL of the nasty bugs are fixed and AI is improved. Here's a request for the addition of vertex fog! HAh! TeAcH [This message has been edited by TeAcH (edited 07-23-2000).]
  25. Does anyone know how to make an .avi or mpeg out of CM files? TeAcH
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