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The Dude

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  1. I too am disappointed that this feature was removed. Perhaps an option could be added to the scenario "parameters" screen that would "lock" the scenario. If this option were not selected, the scenario would be accesible as it was under v1.0-.02. Regards, The Dude
  2. I'm afraid I have to weigh in on the side of Kraut on this one. The problem, I think, is not necessarily the accuracy of the mortars, but the fact that HT's etc. take no sort of evasive action (ie the TacAi doesn't step in). I am rather fond of the German 251/9 which carries a 75mm gun. Since I use them frequently (in Quick Battles) I have noted that they are almost always destroyed by mortar fire. In fact, I would go so far as to say that whenever I have observed an HT under mortar fire, it has died (Top Penetration). They (the HT's) just sit there and complacently watch mortar rounds walk torwards them, then Kaboom. IMHO something is out of kilter. On an OT note, just saw and F-86 flying around in the Warbirds show at the EAA today, it may be time to reinstall Mig Alley Regards, The Dude
  3. I agree that it would be nice if HTs, scout cars, etc. would back out of trouble. In some cases when an onboard mortar is doing the firing, you can watch the shellholes "walk" toward the HT until finally, Kaboom! I think the problem isn't that units don't react until they take a casualty (since tanks back up when fired on w/o being hit). Instead, I believe it is b/c they can't see the firing unit. For instance, when an unspotted AT gun fires at a tank, the tank usually does not fire smoke and reverse. However, once it notices an 88 AT gun is firing, it hightails it to cover. In most instances, if an HT simply reversed out of the firing pattern it would be far better than waiting to be brewed up. Any movement would be better than sitting still. Regards, The Dude
  4. Just a little update on this. I loaded up one of the "huge" stand alone scenarios a few days ago, big map and lots of units. As expected I took a pretty good framerate hit. In fact, when the view is at level 4 and most of the map is visible it drops as low as 5fps. However, even at this low rate the LOS tool does NOT become "sticky" like it has in my Carentan scenario. I don't mind the choppiness that much when panning the view, but determining LOS is a real headache when you can't "sweep" the LOS tool over an area to see what is and what is not visible to your units. Regards, The Dude
  5. I have been playing in 1024x768, but may go to a lower res b/c I have encountered some pretty severe stuttering in a large scenario, down to 5 fps at level 4 viewing the entire map(clear weather). There is a lot of armor and such, but this does seem pretty slow. I had the MDMP installed, and decided to reinstall w/o it. No change in the fps (and the MDMP terrain does look lots better). My system is: 433 Celeron TnT2 (32 meg) 128 megs of ram SB Live Full install. Anyone else seeing similar results with large scenarios?? Regards, The Dude
  6. Scott, Turning various options on or off seems to have no effect. The problem first cropped up in scenario 3 of the op. Now, in the setup phase of scenario 4 the LOS is still sticky. I would guess that the setup phase is probably one of the least resource intense portions of the game. It seems Schrullenhaft has experienced a similar problem, so maybe it is something obscure in the code. Thanks, The Dude
  7. Hi all, NO SPOILERS I have been playing the Carentan operation and had no problems until I reached the 3d scenario. For one reason or another, the LOS tool has suddenly become very sticky. What I mean is that if you move the cursor over the battlefield the line "jumps" to the cursor's new position instead of gliding. Same with movement paths. Quiting and rebooting does not solve the problem, and it has continued into the 4th scenario. I loaded fraps to see what the fps was and discovered that invoking the LOS tool cuts fps in half. I then loaded up a stand alone scenario with a large map, and invoking the LOS tool had no effect on fps. This problem has not manifested itself in any other scenario or operation I have played and, as noted above, it did not occur during the first two scenarios of the Carentan op either. I should also note the stickiness is persistent, i.e. it is always there, regardless of the presence of smoke, level of trees displayed, number of enemy visible, etc. I installed the latest Creative Driver's for the vid card just b4 I installed CM (june release). System Specs: 433 Celeron 128 meg Ram Creative TNT2 AGP (32 meg) SB Live Full install, v1.01 patch, MDMP-1 Regards, The Dude
  8. Ordered early November '99, CC charged 6/16, no CM yet. And get this, I was hounding one of my friends to pre-order for several months. Finally, AFTER the gold demo came out he relented. His came Tuesday, but it was dropped at the front desk of his apartment and he couldn't get it until Thursday. He installed it "fiddled around with it a bit" (his words), then went back to playing 1776!!! The Dude
  9. Ordered two copies back in early November of '99. There was a slight mix-up with my CC expiration date, but it was caught and fixed last week Tuesday. Charge was authorized last week as well, but didn't show up as charged until Saturday. I think that may have been due to the problem BTS had with the company processing the charges. I am getting quite anxious. The Dude
  10. SPOILER . . . . . . BTS, Just FYI, I too have seen the AI move infantry through the minefields after another unit had previously detonated them. Placed two minefields east of hill 198 in the scattered trees. First unit to enter was a 60mm mortar (!!), followed a turn or two later by an infantry squad. The mines definitely detonated when the mortar first triggered them. Of course, the area was being platered by my 81mm's firing on the TRP I had placed nearby, so maybe the AI thought charging through the fields to get out of the mortar fire was the correct decision. Great game. The Dude
  11. Doug, Cdmag.com had a preview a couple of weeks ago. They ran through a little of an operation. I got the impression they liked what they saw, though they pointed out a few rough edges. Presumably they will be ironed out in the final version. Regards, The Dude
  12. Mike, As far as telling which squads are part of which platoon goes, if you select a squad and examine its "info box" at the bottom of the screen, I believe it will have an alpha numeric designation that tells you which platoon it belongs to. For example, platoon "A"'s squad leader would be "A-0", first squad would be "A-1", second squad "A-2" and so on. In addition, there is a small box which has what looks like a small radio in it in the "info box" as well. If there is a small circle with a line through it over the radio the unit in question is not "in command", i.e. it is not within the command radius of its HQ. Also, if you select an HQ red lines will be drawn on the map to its units that are "in command", while black lines are drawn to ones that aren't. I'm not sure if the same goes for Co. HQ's and platoon HQ's. I don't recall seeing a command line drawn from one to the other, though such a line will be drawn between units (teams, squads, etc.) and Co. HQ's when the unit in question is w/in the command radius. I have moved a Co. HQ close to a platoon HQ to try and rally it. It SEEMED to rally faster, but I have no objective evidence to prove it had any effect. Finally, with regard to an OOB, there was a fairly heated discussion about this shortly after the demo came out. If memory serves, BTS said such a feature would not be in the initial release, but they might consider it for later. Regards, The Dude [This message has been edited by The Dude (edited 12-05-99).]
  13. Greg and Kingtiger, Nice to see there are some other UW alumni floating around here. Greg, I agree that there is a truly amazing amount of material for WW2 (and just about everything else for that matter) available. Wish my German was better, they even have quite a few Tagbuchs there. I am currently hoping to move back to Madison so I can start haunting the Memorial Library again. Regards, The Dude P.S. Sorry to non-UW alums about the OT post, but couldn't resist.
  14. Have been playing the demo quite a bit (and it is more stable than some "finished" games) and have come up with a few questions. 1. In Last Defense I typically use the mortars (as German) to lay smoke to confound the Hellcats and screen my advance. I have noticed that it seems to persist for a great deal of time (i.e. 20+ turns). Will it fizzle out a little more quickly in the final version, or is it supposed to last this long? 2. Noticed that Bazooka and Panzerschreck teams fire from w/in buildings. I was under the impression they typically avoided this due to back blast problems. 3. In the final version will it be possible to have variable entry times for reinforcements? Figure this will help replay/unpredicatability immensely. I was pleasantly suprised to see my Tiger set a building on fire, and watch the occupants beat feet. Not so pleasant seeing the US mortars take out my poor HT's that were providing suppression fire <g> . Regards, The Dude
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