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guachi

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Posts posted by guachi

  1. Also, when reloading the saved file I was reminded just how long it takes to load a game. I timed it and it was just shy of four minutes to load a saved game. Four minutes. Then I got to watch my units run in a direction I didn't expect because they couldn't go where I had plotted for them to go (but the game won't tell you that) and that particular squad got shot to hell. Another four minute reload.

    I think I know why I quit playing in the first place. The game is an exercise in frustration.

  2. I haven't played CMBN in a while but I've started playing recently - or attempting to play - and the game keeps crashing. I've had three crashes so far and I've only attempted two games. I can't remember what happened during the first crash but the second two crashed during the video replay of the turn.

    Is this an issue that is common or am I just unlucky?

  3. In the annals of time, Steve, when he posted to this board often (ie, before CMBO was released) gave his reasons for not allowing this.

    Basically it was because they wanted to make sure everyone was playing the same game and no one could be labeled a 'cheater'. Plus, if you think about it, if people can do more than mod the look of things there is less incentive to buy a new game.

    If you could have downloaded someone's vehicle mods of Eastern front vehicles for free months before CMBB came out or paid money for CMBB, what do you think many people would do?

    Conversely, allowing people to create an endless array of new graphics, sounds, and scenarios only increases the likelyhood of someone buying a CM game.

    Jason

  4. Is there a seek hull down command in CMBO? I don't think there is, but CMBB and CMAK have one.

    Otherwise you have to do it manually. Go to level one by hitting, not surprisingly, the number one. Then you have to manually zoom around the map attempting to find a spot that might, conceivably, be hull-down to some other spot on the map.

    You can check to see if you have achieved hull-down status by using the LOS tool 'L' and zooming around the map.

    In CMBB and CMAK you just use the 'D' key and plot a move just like any other move.

    Jason

  5. Here is a simple strategy.

    Don't give up.

    I haven't played CM in a long time. Never played CMBB against a human and only played 6 or so games total. Picked up CMAK in March and am now playing 6 or 7 PBEM games.

    I've had some rather unusual turns of luck in my games.

    ME QB, 1500 pts, Italy. I set weather to random. I buy a platoon of M4A1 tanks. I discover it is raining and windy. My Shermans can't move worth a damn. Within a few minutes four Shermans are burning from 3 StuGs.

    My opponent gets to the two flags before I do. A Panther appears. I see fire from on-board guns. A few halftracks appear.

    I have 1 cowering Sherman and no opposing armor anywhere near my bazookas.

    Then my luck turns. I KO (I think) a gun at the far edge of the map as one of my 60mm mortars runs out of ammo. I KO a halftrack with another 60mm mortar. I maneuver an 81mm mortar and area fire another gun and KO it.

    I realize that if the Panther moves a few meters forward, my Sherman will be able to spot it from across the map. The Panther moves forward, my Sherman swings its fast turret around. As I'm watch the movie I can't understand what the Panther is doing. It has no reason to move. It dominates the left side of the map while the StuGs dominate the right. I don't know why the Panther doesn't have a cover arc towards my Sherman so its turret is facing the right direction. The Panther's one Achilles heel, turret speed, does him in. I get three shots off and get the Panther before its turret even finishes swiveling towards me.

    I get another mortar into range of the remaining gun. Area fire destroys it. I sneak bazookas towards the three StuGs in a line, but they are at extreme range. My opponent moves his StuGs closer. At 150m I open up. My luck has now turned as 17 bazooka shots later I have no hits to show for it.

    I was all set to give up after I had four burning Shermans. But, not taking flags into account, the score is now 33% me to 43% him.

    Don't give up. If you do, you'll never learn anything.

    Jason

  6. You can also play with rarity on. The Allied stuff (well, mostly US) is extremely low rarity in CMAK. The Americans ALWAYS have a Sherman at -10% rarity.

    Sure, it makes it fairly easy to figure out what your opponent will buy, but playing different time periods really makes for very different games.

    I agree with the idea of playing scenarios. I'm currently playing my first PBEM game of CMAK. I intentionally picked the earliest scenario shipped with the game - a December 1940 scenario pitting English vs. Italians.

    The scenario overview mentions that the British ran roughshod over the Italians, partly because the Matilda II was invulnerable.

    I'm the Italians and I can definitely say that's true. Quite an unusual battle. I have been getting an unnatural amount of track hits/immobilizations though.

    I don't even care if I lose (And I likely am. Immobilizing tanks gives me no points) because the scenario is so entertaining.

    Jason

  7. To a fellow Jason,

    sounds like an intriguing idea. When I play the AI in QBs I make up scenarios like you have done. Rather than the same units all the time, I try to make up some semi-plausible scenario and see what happens.

    I'd be interested in getting my ass kicked by someone. I'm not all that good at CM but I'll give it a shot.

    Either side is fine with me.

    Jason

    guachi_cm@yahoo.com is my e-mail address.

  8. I know of what you write about, Xavier. I wrote the spreadsheet.

    It hasn't been updated in a year and is missing some rarity factors. The rarity factors were ripped off directly form ASL and some I put in myself.

    I was involved with this board from 9/99 to 9/00 but I took about a year off (gasp!) from CM.

    The spreadsheet is in a disassembled state as I'm (slowly) working on fixing some things and adding the the missing stuff (field guns and artillery). This means I can't email it to you because it's not in a very useful condition.

    I'm sure somebody, somewhere must have a copy.

    Jason

  9. JasonC,

    You are right, of course. The actual costs are irrelevant. The important thing is the comparison of the cost of weapon X to weapon Y.

    Automatic weapons are a bargain. The K98 is a rip-off having worse FP than any weapon in the game.

    Squad weapons are a bargain, especially the MG42. The MG42 has good FP at all ranges and constitutes a huge % of squad FP at long ranges. In addition, squad weapons have a lower chance to be eliminated when a squad takes a casuality.

    Yes, rifles do have more FP than SMGs at longer ranges. But the numbers concerned are so small as to be insignificant next to the power of any other weapon system at 250m+.

    The only typical use I could see for a squad to fire at 250m+ would be a German 1/2 squad or depleted squad with an LMG42 because it still has a reasonable FP rating.

    IMO, rifles should be cheaper (or automatic weapons should cost more, or both) and squad weapons should cost more. Some weapons, like the K98 are so bad that I can't imagine that they should cost much more than an unarmed soldier. A soldier with a K98 is nothing more than a body to take a bullet to keep the MG42 operational.

    Interestingly, the cost of a British rifleman (who has NO rifle grenades or schrecks) is 2.5 (I actually calculated it as 2.55). The cost of a German or American rifleman (who DO have schrecks and rifle grenades, respectively) is almost exactly 10% higher.

    Anyway, individual soldier costs need to be changed as automatic weapons are a bargain. It isn't going to happen for CM1, but maybe for CM2.

    BTS, please fix or do somefink!

    Jason

  10. JasonC...

    About increased cost for infantry units by xp lvl. I was fiddling around with the costs looking at the total costs for all squads by xp lvl. And I JUST noticed something interesting.

    At first, I used Conscripts as a start and calculated the other xp levels as a ratio of Conscript costs. Nothing interesting popped up except that it was obviously not a geometric increase.

    Then, I went with what you said about the costs being based on REGULAR troops having a base of one. And that IS the case, although not how you figured it.

    Here are the costs from Conscript to Elite with Regular troops having a cost of 1.0.

    .64 .81 1.00 1.21 1.44 1.69

    If you are at all familiar with math,these numbers should jump out at you as they are all squares.

    .8<sup>2</sup> .9<sup>2</sup> 1.0<sup>2</sup> 1.1<sup>2</sup> 1.2<sup>2</sup> 1.3<sup>2</sup>

    Looking at the cost savings for buying units in platoons/companies/battalions for every single unit in the game, the numbers, when averaged, come very close to showing a 5% savings per level.

    That is, buying in a platoons saves 5% of buying a unit individually (possible only for a very small number of units). Company saves 5% over platoon ,etc.

    Jason

  11. One poster wrote that SS Rifle 45 squads cost the same as a regular rifle 45 squad. That is untrue. The problem has to do with the dropping of decimals by the CM cost routine.

    The two squads cost the SAME at all experience levels except Elite, where the SS squad costs one more point. This is a clear indication that MP44s cost more than K98s (albeit a very small amount).

    If you only compare costs at one xp level, you will get nothing but errors.

    That is why I had to use the total cost of one squad of each experience level. It was the only way to see any small differences. It was ALSO the only way to make sure that any similarities were not caused by dropping decimals.

    You are more than welcome to repeat the math I used. Here is what I did. All cost are for one squad of each xp level purchased at platoon level and added up.

    VG SMG and Fusilier SMG contain nothing but SMGs.

    VG SMG = 150. 150/8 = 18.75

    Fusilier SMG = 169. 169/9 = 18.77

    So I assumed that SMGs cost 18.75.

    VG Hvy SMG units have 6 SMGs and 2 MG42s so I can calculate the cost of MG42s.

    VG Hvy SMG = 212.

    6*18.75 + 2*(MG42 cost) = 212

    2*(MG42 cost) = 99.5

    MG42 = 49.75

    Using the above two numbers I can now calculate the cost of K98 rifles using squads that contain no MP44s (because I don't know their cost yet)

    Plugging the costs calculated above gave me K98 costs of (using four different squad types):

    17.8, 18, 18, 18.1.

    So I assumed Rifles cost 18. And the similarity in the Rifle costs gives me confidence that my SMG and MG42 costs are fairly accurate.

    From here, I can calculate the remaining cost of the MP44. Four different squad types gave me costs between 21.9 and 22.4.

    So I settled on a cost of 22 for MP 44.

    American squad weapons.

    Paratroop and Glider squads differ by only the number of Rifles so I can use that to calculate cost of a Rifle, 19.

    Glider and Rifle 44 squads are identical in cost across ALL xp levels, eventhough squad composition is different (except for the one BAR). The easiest way for this to be is if Rifles, Carbines, and SMGs all cost the same. That is, 19 pts. And thus the BAR costs 25.

    Although that still doesn't explain why the BAR in a Rifle 45 squad costs 29.

    British -

    This was the easiest of all. Rifle and Airborne squads cost the same at all xp levels. Subtracting one from the other shows that Rifles and SMGs cost the same. Using that identity, I could subtract a glider squad from an Airborne squad and find the cost of a Rifle/SMG, which turned out to be 17 1/3. From this I could calculate the cost of a Bren, which is 40.

    I didn't really want to go into all of this math, but some people seemed to be questioning the validity of my numbers. They may very well be wrong, but at least you can see more precisely how I derived them

    Jason

    [ 09-18-2001: Message edited by: guachi ]

  12. When I write '18 pts', I mean that if you add up the cost of 1 conscript, one green, on regular, one veteran, one crack, and one elite soldier equipped with that particular weapon, the total cost is 18 pts.

    The biggest reason I used total cost is that it gets rid of lots of decimals. Writing '19' is better than writing '2.64' for instance.

    And, yes, the geometric cost increase from one experience level to the next is uniform for weapons. The cost increase is NOT uniform for all units, though. Artillery spotter costs, for instance, are far more impacted by experience than tanks are.

    In any event, I have computed the costs for regular soldiers.

    German

    K98 - 2.54

    MP40 - 2.64

    MP44 - 3.10

    MG42 - 7.01

    American

    Garand - 2.68

    SMG - 2.68

    BAR - 3.53

    British

    Lee-Enfield - 2.44

    Sten - 2.44

    Bren - 5.64

    I am unsure why there is no (or little) cost difference between rifles and SMGs.

    Jason

  13. Something I'd been curious about for awhile - how much does an individual weapon in a squad cost?

    This may have been (and likely was) talked about before, but here goes...

    Calculating individual weapon cost isn't difficult, just time consuming.

    Methodology -

    I purchased one of every squad type at platoon level for each of the 6 experience levels and added up the six numbers for each squad type. I chose a base time of March 45 (except when I needed a US Rifle 44 squad) to not have any differences in squad cost because of changes in inherent squad abilities (like Panzerfausts).

    I used one squad of every experience level and added them to amplify any differences in weaon cost. Any decimal cost of a weapon (say, a Rifle costing 15.4 pts) would be masked by the fact that costs are only given in integers if I used ony one experience level.

    In any case, here are my findings.

    All point costs are given as a SUMMATION of the point costs for each experience level for that particular weapon.

    German -

    K98 Rifle - 18 pts

    MP40 SMG - 18.75

    MP44 - 22

    MG42 LMG - 49.75

    All the above costs are approximate as the numbers never added up perfectly, but they should be pretty close.

    American -

    Garand - 19

    Carbine - 19

    SMG - 19

    BAR - 25

    Yes, the Garand, Carbine, and SMG really do cost the same. The BAR is 25 pts for Paratroop, Glider, and Rifle 44 squads; but 29 pts for a Rifle 45 squad. I don't know why, though.

    British -

    Lee-Enfield (or whatever their rifle was) - 17 1/3

    Sten SMG - 17 1/3

    Bren - 40

    Take into account that British squads have no inherent AT capability like American (rifle grenades) and Germans (fausts) do.

    I'm not exactly sure what to make of these numbers, but maybe somebody else will have some thoughts.

    Jason

    Oh, I didn't use engineering squds in my calculations because of the inherent capabilities of engineers. It would be interesting to plug inthe above numbers and figure out how much the engineer capabilities cost.

  14. back in my day, we didn't HAVE member numbers!

    Now, everyone can see if you are a newbie or an old timer!

    Just saw that i was 1002! Must be because I re-registered in Jan of 2000 when all the accounts got squashed (or whenever that was)

    ObCM comment - Haven't been by the forum in a really long time... but CM2 looks GREAT. I'm really excited about it now.

    Jason

    [ 09-04-2001: Message edited by: guachi ]

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