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Wolfe

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Everything posted by Wolfe

  1. Thanks for the note. I'll see if I can clarify things. - Chris
  2. Select All and choose a font or a font color. Things should show up then. - Chris
  3. Captain Wacky did the mod if that's any help. - Chris
  4. Thanks! Glad you like it. I haven't bothered with an HTML version as I don't want to keep up with it, no matter how automated it might be. If someone wants to do so, feel free. But be aware that the only conversion that I know of is someone who translated the CMBB stuff into French. It's an awful lot of work, which is why most don't bother. I also update whenever I find mistakes, which adds to the annoyance factor. - Chris
  5. The first installment of the CMAK unit database has now been uploaded. It's still a work in progress and only contains the tanks chart thus far. I tried to make it as accurate as possible, but if you see any errors, please let me know. Thanks. Chris' CM Database - Chris The CMBO and CMBB databases can also be found on the above site. [Edit] Changed title to something more useful. [/Edit] [ July 08, 2006, 12:54 PM: Message edited by: Wolfe ]
  6. Not sure if it's the same thing as what you have, but I had a severe problem with gamma and Barbarossa to Berlin. It turns out that the Game Util program that comes with R3Dtweak apparently has a "feature" that allows you to assign keys for instant gamma change in-game and saves these changes to the registry. I've since stopped using regtweak and deleted the reference in the registry. It's under: HKEY_Current_User | Software | Game Util | Game Gamma Hope that helps. - Chris
  7. Thanks for the plug, but it's actually not my map. I made a CMBO scenario called Bocage Country, and it somehow got confused with that map of the same name at the Scenario Depot. And I'm not sure whose map it is, unfortunately. - Chris
  8. While the DDHelp problem isn't specific to only CM, CMBB and CMAK seem to bring it out more often than other apps. Sometimes this happens because of a Direct-X problem and reinstalling Direct-X can solve it. But most times it happens because there are old ATI reg entries and files lying around. A foolproof method for removing all the ATI drivers and flotsam so you can do as clean an install as possible can be found on: Rage3D Forums This still may not cure it permanently, but it should at least reduce how often the crash occurs. I had this problem licked for quite a while, but then decided a few weeks ago to "upgrade" the drivers, and it popped back up again. *sigh* BTW, if you do reinstall the drivers, be sure to remember to use Rage3D Tweak to get rid of the ZMask issue which causes real slowdowns in the game. Hope that helps. - Chris
  9. I was very surprised when CMBB came out at how dark night scenarios are compared to those in CMBO. Units are almost black. Hmmm taking a look back at a CMBO night scenario, I don't remember things being that dark with my old Voodoo5. Oh well ... Hit Print-Screen, go out to the desktop, paste into an image proggie like Irfanview, save to the hard drive, and upload to your favorite website. For the Radeon 8500/9000/9100/9200 series, you might try anisotropic filtering set at 16x. Antialiasing on these cards is too taxing at decent resolutions (can get real choppy), though it does help greatly with texture shimmer and moire in some ground textures like paved streets. And you might also find that end-game menus don't appear properly. And 'Performance' AA does funky things with the text. Good luck with your new setup. - Chris
  10. Corrected a couple of typos on the new Arty chart. * Soviet (Allied) 152mm Gun Arty has 20 rounds. * Soviet (Allied) 300mm M-31 Rkt Arty available through May45. - Chris [ October 27, 2003, 06:20 PM: Message edited by: Wolfe ]
  11. Glad you like it! And now there's even more stuff! Added artillery ETA chart. Corrected a number of typos on tanks chart. * Hungarian (Axis) 120mm Mortar FO intro date is Jan43. * Italian (Axis) 81mm Mortar FO has 120 rounds and fires 4 to a volley. * Romanian (Axis) 120mm Mortar FO intro date is Apr42. * Soviet (Allied) 82mm Mortar FO had 200 rounds. * Soviet (Allied) 120mm Mortar FO has 40 rounds. * Soviet (Allied) 76mm Arty FO has 100 rounds. * Soviet (Allied) 107mm Arty has 30 rounds. * Soviet (Allied) 152mm How FO has 30 rounds. * Soviet (Allied) 152mm Gun Arty name corrected. * Soviet (Allied) 300mm M-31 Rkt FO now has Capacity and speed listed. - Chris
  12. Actually, the map size and number of units looks more like a ~600 point Axis Attack, with the Axis getting 900 points to spend. Was it combined arms? Not buying FOs for a city attack might be a good start. I would have tried for one StuG, preferrably with an MG if possible, depending on the points. Direct-fire HE and the ability to transport your HMGs closer to the battle in a short period of time would make for a nice firebase in that 2-Story house you drove for. 251/1 HTs would also allow you to push your MG firepower into that forward base. You left those MGs at 400m+, greatly reducing their FP effectiveness and spotting ability. If you could establish that firebase of MGs along with the tank and HTs, any enemy MGs that open up on you would be quickly spotted, supressed, and destroyed. And because it's down in a swail, your tank and HTs would be protected from any AT guns (though any AT rifles would be bad for your HTs). And they would be able to shoot at any enemy units in the upper levels. Once you got your squads up in decent order, the firebase would assist getting them into the outskirts of the town. You were still under extreme time constraints, but I think that may have given you a better chance at getting your squads forward to penetrate much further into the city. Also, due to time constraints I would have foregone the attack on the right flank. I don't think realistically you had the time to move them up, angle them over, and then make any useful attacks against his defences. Just some thoughts. Thanks for all the work you put into it. A very interesting and entertaining read! - Chris
  13. On Infantry chart: * Under Soviet firepower tables, added Cavalry 43 squad to Soviet Cavalry section and Mountain SMG squad to Soviet Mountain section. * And corrected Airborne squad in Soviet Airborne section. * Under Soviet Cavalry TOE, corrected Cavalry Regiment '43 from 2xCavalry41A Sqd to 2xCavalry43 Sqd. * Under Soviet Mountain TOE, renamed Mountain Battalion '43 to Mountain Company '43. - Chris
  14. I don't know that anyone's done them for CMBB. If things haven't changed, the ones for CMBO are listed here under CM Accessories: Band of Brothers - Chris
  15. I don't know about its use in battle historically, but to simulate this maybe BTS could limit the flex .50cal to only firing at ground targets when given an Area fire command? Just a thought. - Chris
  16. Added blurb to exposure chart concerning wheatfields turning to normal ground (75% exposure) when snow is on the ground. - Chris
  17. Any vehicle MGs should have opened up on the spotted gun. Infantry MG teams won't because of range (game thinks FP level is too ineffective even though massed MG fire can actually be very useful). Vehicles firing their MG will not necessarily target the gun with a red line; they'll simply fire the MG. AA vehicles (251/17, 234/1), however, will open up with their main 20mm guns. *Shrug*. Go figure. The small caliber HE chuckers won't open up because the small HE blast is considered to be ineffective; a waste of ammo. This "feature" was added in a patch, IIRC. For infantry MGs, use cover arcs to get them to open up at distance. Cover arcs don't seem to me to be useful at getting vehicles to fire, except to point the gun in the right direction. Once some of your vehicles start dying, however, even the previously silent 20mm guns may open up since something is better than nothing. - Chris
  18. Added terrain exposure numbers to the charts. And that's the end of it. No more. I swear! - Chris
  19. Can you take the card back? Hate to say it but at best your "upgrade" is more of a side-ways grade. The FX 5200 chip, especially the non-ultra version, is not a very fast chip. In fact it'll be slower than your GF3 in just about everything. And even in DX9 games it's still rather slow. A GF4 Ti4200 would be a better choice, IMO. And not that much more expensive (depending on your location). Some comparisons: AnandTech Tech Report Tom's Hardware - Chris
  20. Steve (or was it Charles?) said that concerning CMBO the game simply draws a straight laser-beam line from shooter to target to determine the angle of impact. Ballistic curves aren't modelled. IIRC they also said it wouldn't be hard to do, but would cost more CPU cycles during turn calculation, and so they left it out. I don't know if this changed for CMBB. - Chris
  21. Good info. Thanks! But it still doesn't entice me to bother with it. Sorry. Feel free to do it up if you like. I'm sure some folks would love to have the info. - Chris
  22. Yeah, apparently the Allied Romanians only get fausts from Sep44-Dec44 and I didn't notice. I'll have to note that in the charts. - Chris
  23. Basics including blast value are in the tanks chart, but I didn't do the ETA this time. I did that for CMBO and won't do it again. It was a severe PITA. - Chris
  24. Thanks, Jim. I got started on a project and just couldn't stop! But now, hopefully, it's over with. At least until CMAK. - Chris
  25. Not that I know of. I get the feeling BTS wanted to make faust availability very random for non-German squads (mostly Tank Hunters), so didn't bother to include them as a choice in the editor for those units. Thanks! Looks right, except the Finns are available through Aug44. - Chris
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