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Peterk

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Posts posted by Peterk

  1. Hi Guys,

    Has anyone else had this problem?

    I let the installation routine for another game update my Direct X drivers from 6 to 7a, figuring that it might fix the one niggling problem I've had with my card since I've owned it (it freezes up for a second or two every so often, with the hard-drive light on).

    Now, CM will barely run, all of the smoke and fire effects are totally screwed up, the game runs much slower than it was before and I can't seem to get CM to catch the 1024x768 resolution which I was able to use fine before.

    My dilemna is that if I go to the 3dfx website, they've only produced updated drivers up til directX version 6 so it doesn't seem like I will ever be able to get card drivers to match the latest directX version.

    I'm also having a hell of a hard time getting my hands on the old DirectX 6 files again. Doesn anyone know of a site 9hacker or otherwise) that keeps legacy versions of those drivers around?

    p.

  2. I've been using the following file-naming system for a while and it works pretty well except for the fact that I always lose.

    I like to describe what it is that I'm doing during the turn, so I can go back later and look at points of interest. If it's a movie, I like to describe, in text, the highlights of the movie. CM allows something like 256 charcters in a filename so there's no point to being concise and minimal.

    A typical exchange would go something like....

    Sneaking_platoon_through_west_forests_hoping for_surprise

    To which my opponent would reply with something like...

    game1

    And then i watch the movie and name the file...

    artillery_barrage_on__my_hidden_units_in_forest_howd_he_know_they_were_there

    and so on.

    smile.gif

  3. In my tradition of congratualting the designers of scenarios I really enjoy, I'd like to tip my hat to the creator of Nan Beach.

    Some people were disappointed that there were no beach tiles or no Omaha Beach scenarios in the game. Treat yourself to this one. The terrain is picture perfect - (if you collect the Time Life WWII books, you'll recognize the beach as being the one that's on the cover of the Second Front volume) - and the game is fast and fluid and illustrates to a large degree what most landings were like (tough outer shell, soft defenses beyond). You'll experience the full gamut of emotions from total despair as your troopies get ripped to shreds as they land and your engineers are unable to do their job, to elation as the remnants of the assault start to manage to move slowly inland and get closer to their objective. I suggest a +1 and +25% boost to the Axis for a good challenge. I better stop talking now.

    http://wargames.freehosting.net/cmbits.htm

    p.

  4. I tend to give the AI a bit of a boost in manpower and experience to make them behave more aggressively (+1 experience/ +25% forces) and to compensate for the forces that will not be used effectively by the AI.

    The thing is - can you be 100% sure that no-one got by you? If I remember correctly, there is quite a bit of forest along the exit map-side and it might be possible that the computer snuck a few units through a blind spot unless you spread your forces extrememly thin. It wouldn't have to get too much through in order to get the draw.

    p.

  5. I just spent the last 3 weeks or so working through the battles in this 6 missions mini campaign and wanted to say that it was excellent. There are some real nailbiters in there.

    It also functions really well as training scenarios as they introduce you to a wide variety of situations and terrain. There's some city battles, open country fighting, infantry only, infantry supported by armor - even a very nasty little commando mission in the dead of night.

    I fought through these giving the computer a slight advantage (+25% and +1 skill) and only squeezed out an overall victory on the very last scenario.

    p.

    [This message has been edited by Peterk (edited 01-14-2001).]

  6. I have used the withdraw command with experienced men and have noticed that the squads sometimes start the next turn in good order and without the indication that they have already been broken.

    Do some tests, you'll find that the withdraw command can be quite effective in doing what you're trying to do.

    p.

  7. Isn't a lot of that supposed information false though? I've had enemy tanks that I've supposedly immobilized suddenly pick up and scoot away. I've had tanks that have supposedly suffered a gun hit suddenly blast me right in the kisser as I creep closer to it.

    I have a feeling that all you're getting is what your guys think happened and what they think they're up against. There's no guarantee that it's accurate. And that's good fog-of-war implementation. Not knowing anything at all via an ultra-extreme setting is actually less of a fog of war.

    p.

  8. It's an excellent question. I tend to never move anyone off the map during an operation. I says in the manual that a unit moved off in an operation battle will not return, so I always assumed that it meant you shouldn't move crews off as well, but I've never done any experiments to verify it.

    I usually have a little safe area near my rear lines, but still on the map, where I send all my bashed up units and bailed out crews. If it's not safe for them to move I just hide them in place and hope they get the chance to move to safety.

    p.

  9. A building somewhere in France....

    Sgt. Johnson: OK men. We just got our orders from General Rob and it seems to be in code again so listen up! Giles and Peterson you know the drill, translation duty. Pay attention!

    OK....Let's see. It says "Hold yur positun at all casts. Enimee resitunce estimayted to be week. Yu gys ar crak. They ar grin. yu cant luse. do not ritrit. Repit. du nut ritrit." Giles! What's he saying?!?

    Private Giles: He says to get the hell out of here sir! Krauts coming from all directions. No hope of holding on.

    Sgt Johnson: Peterson! What do you think?

    Private Peterson: Giles is right sir!

    Sgt Johnson: All right. We're heading back! Fall in men. Let's beat it!

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