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Runyan99

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Everything posted by Runyan99

  1. I agree with LOS. I would like the percentage reduction-thing for quick battles, but in user designed scenarios it would be nice to have manual control of every man in every squad. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  2. How the heck did this thing know I wanted your sound files? I didn't even have to look for them, they just were there to start. Hoooey, these new fangled com-puters are amazin'. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  3. Back in the Beta Demo days, I was playing a PBEM game with Bratch (long absent from this board it seems). One of his Shermans became bogged on a hilltop perpindicular to my 75mm Pillbox. I *thought* I had that Sherman dead to rights, until on the next turn the tank rotated its turret and immediately fired its first round through the port of the pillbox some 300m away, knocking it out. The pillbox didn't get to fire a shot, and the Sherman crew saved their asses. That was an incredible shot. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45 [This message has been edited by Runyan99 (edited 09-18-2000).]
  4. Wounded Germans say this all of the time in CM. To me, it doesn't ring true. I don't believe that regular landsers were crying out to the Fuhrer when hit. They might swear, they might cry out to their buddies, or yell for momma, but I doubt they often invoked Hitler's name as a dying pledge. Not only does it strike me as ahistorical, I see it as an (unconscious?) form of German/Nazi bashing. I may be wrong. The point of this is simply to suggest a new user-created mod for the file 2034.wav My suggestion? - "Ohh! Sheizen!" P.S. I do not know any German, but you pick up a word or two from an Austrian roommate in college. Hope I at least spelled that word right! ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  5. I feel the Germans are the superior army, due to: 1) Better MGs (thus more firepower per squad) 2) Better tanks (except for turret rotation!) 3) Better mortars (81mm tubes are super effective) ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Slapdragon: 3D crops. Wheat is a 3D object 1 level high, as is corn. <HR></BLOCKQUOTE> Oh yeah. I want this too. It doesn't even have to be a solid field of grain. Here is my 2-polygon per tile idea: How about two perpendicular, translucent (like the current building walls), lines of grain per tile, which form an X in the middle of a tile. Many of these tiles put together might actually look a bit like a field of grain from the 1 or 2 perspective, and at any rate it would at least give a way of visualizing the height of the grain in the field. P.S. Deanco. Now that we've got a point and a counterpoint on the "awards" discussion. I'm dropping the subject there.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by wadepm: The tube serves as a kind of shock absorber, reducing some of the recoil force that is transferred to the gun carriage.<HR></BLOCKQUOTE> Yeah. I'm *guessing* there is a big-ass spring in there. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  8. Umm...what?? Lewis is making a game? Ostfront...virtual cardboard...preorders... shipping....I need to cut back on the drinking. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  9. Deanco: Don't want to get sidetracked here (too much!), but I do want to make one point. I feel that the features you request, while innocent enough, are the beginning of a slippery slope. Add medals and Prestige Points, and the next thing you know, BTS will be releasing s**t like "Motorcycle Wars" or something. Think that's silly? I saw it happen in less than 2 years at Talonsoft. Either the focus is on realism...or it is not. Any middle ground is dangerous. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  10. 1) Finns (1939-40 Winter War, not just the Continutation War of 1941+) 2) Lots of new terrain tiles 3) Ammo tracking which records the ammo level of each *type* of weapon in a squad, not just a homogeneous number for all weapons in the squad. 4) Commissars 5) Partial/Reduced squads 6) ALL new features to be ported to CM1 whenever applicable! It would be nice if CM1-CM4 all looked and played about the same. (Can you imagine a CM Gold, which covers the entire European Theatre?) ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  11. With the great graphics we have for Rifles, SMGs and even the German assualt rifles, why (oh why!) is the graphic of the pistol carried by every officer on the field a 2-polygon black v-wedge? It isn't even held by the officer, but instead seems to float above his hand. I see room for improvement here. Yes, I am nitpicking. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  12. Actually, I was talking with Steve and Charles a couple of days ago, and they said they are contemplating a change of direction for CM2. Due to a lack of interest in the WW2 Eastern Front, and the potential impact that might have on sales, I hear they are considering other topics to cover for CM2. The Franco-Prussian war of 1870-71 is a stong possibility, as the same terrain tiles used in CM1 (excepting the building tiles, of course) could be ported directly to CM2. Of course, nothing is etched in stone yet, so we'll just have to wait and see. They may decide to go with the Mexican American war instead. Cheers
  13. Can't find an answer to this. 1) Are roadblocks cover in the way that walls and hedges are? 2) Are they any kind of LOS barrier? (my experience tells me no). I was playing a PBEM game of Bruyeres, and I wanted to use a roadblock as cover for my advancing infantry, but not being sure, I didn't want to leave them out to dry..... ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  14. Looks good! Where can we get it?
  15. With all of these mods coming out, can anybody pay some attention to the lowly H-39 Hotchkiss? The one that comes with the game is pretty ugly, and I keep playing with these things in numerous scenarios. I know it is not a glamourous tank, but please, let's have a nice factory grey model or something like that. Does anyone feel my pain? ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  16. On the sniper question, Berli and I use them often. Typically we use a SAN of 3 or 4 to represent one sniper, and higher SANs to represent two or more snipers. The quality of the sniper is usually equal to that of the squads in its unit, or is occasionally one step better. I think they add a fun dimension to the scenarios.
  17. I too agree with ASL Veteran. Most of the "translations" out there are too different from the original scenario. Most of them aren't even of the proper length (1 ASl turn = 2 CM turns). I like the idea of calling them something else when they differ significantly from the original scenario. Berli and I have gotten together and have been creating the purest conversions that we have been able to do. I enjoy doing them because they are small, quick battles, which often times have an intense climactic conclusion at the end of the game. Also, they tend to focus on infantry tactics, and I think too many of the CM scenarios are won or lost by the armored units, IMHO. The included scenarios give the impression that the armor was involved in almost every battle on the West Front, which it certainly wasn't. Admittedly, purely translated ASL scenarios are not the most historical scenarios out there. The ASL maps often times have an unnatural flatness. The imposed turn limit is "gamey" in many instances. ASL oobs may be quite innacurate in cases. Still, when done right, you get a challenging scenario in many cases. I see them almost as excercises or military "problems" to be worked out. I try to make them great little situations for PBEM play. I want to mention a few of the big differences between ASL and CM which I have found require a little bit of creative license. First, the oob is different. There are usually more soldiers running around in a CM conversion than was originally intended in the ASL scenario. For example, ASL has leaders, but CM has platoon and company level HQ units. CM is more historical in this instance. In our scenarios then, we add the HQ units above and beyond the ASL oob for the scenario (esentially ignoring the leader SMCs in ASL) although the number of regular squads is kept the same as in the original scenario. Team weapons, which are assumed to be carried by the squads in ASL, also must be added as individual units. ASL often adds a silly number of LMGs to be carried by the squads, in addition to any organic LMGs which are assumed to be included in a squads firepower number. This has no basis in history that I can find. Often times it is even impossible to add the LMGs that ASL requires. For example, the US squad LMG, the BAR, cannot be added as an individual unit in CM. We have therefore chosen to ignore LMGs in the ASL oob in all cases. Movement rates seem to be somewhat different in ASL and CM. One scenario I created required crossing units through a forested road and exiting them for points. Even at high speed, it was impossible for the british tanks in this scenario to cover the distance required. The scenario was scrapped. Other than the items mentioned above, and occasional SSRs which are impossible to recreate in CM, I think you can do good translations of ASL scenarios, which purist gamers like ASL Veteran will recognize when they play. Comments are welcome. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  18. Patches are great, but when do they start work on CM2? ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  19. I resemble that remark! I remember that 'zook shot. Of course, I don't remember losing the game badly. I got him back though with a rear-shot bazooka kill on a Tiger in Wiltz. It was a beautiful thing. <BLOCKQUOTE>quote:</font><HR>Originally posted by Germanboy: Ah memories... One of my first PBEMs, Zook kills Tiger in LD, from 74m by a frontal hit. Irate crew gets out and shoots zook team. PBEM opponent screams 'You sunk my battleship!' and goes on to lose the game badly. Sweet. <HR></BLOCKQUOTE> ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  20. I wonder if it would be possible to have an ammo number for each type of weapon in the squad. It bothers me just a little that ammo is used across the board every time the squad fires. The reason is that different weapons are used more or less depending on the range. Rifles, Thompsons and Carbines aren't much good beyond 250m. Consider a US squad defending a foxhole. If they fight at long range (300m+) for 10 minutes, and then the enemy infantry charges, the squad BAR might be low on ammo, but the guys should still have lots of rifle and SMG ammo for the close in fight. They should fire those weapons much less at long range, but I don't think this is being modeled right now. This detailed ammo information could be displayed in the Info window for the unit, and the Ammo number displayed on the screen when the unit is selected could show the *average* ammo level of the different weapons in the squad. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  21. One more thing. I want the ability to cut, paste, move, rotate, and flip maps, and sections of maps.
  22. Thanks. I didn't realize that you can already do this. Scratch one item off the list I still want my French Partisans though. <BLOCKQUOTE>quote:</font><HR>Originally posted by Joe Shaw: Runyon unless I'm mistaken you can designate ANY of the units in a scenario to be "Exit Worthy" (to steal a line from Seinfeld). As you purchase the unit there is a box under Edit that allows you to designate THAT unit as one that will gain/lose you points upon/without exiting. Perhaps you were referring to a different situation? Joe<HR></BLOCKQUOTE>
  23. Just kicking this to the top again because I think it is a good post. In particular I agree with: 1. Vehicle descriptions 3. Revealing FOW kills at scenario end 15. Tile size slightly too large And now I'll throw just a couple of suggestions of my own. These pretty much all pertain to the scenario editor. 1. I'd like the ability to start squads at less than full strength at scenario start. 2. I'd like to be able to place wrecks/knocked out vehicles at scenario start. 3. I'd like to be able to designate certain units to exit the map, instead of forcing all units on a side to exit for points. 4. I'd like to have the ability to fix units in place for a certain number of turns. This could be used to simulate things like squads which are unprepared, mustering, ordered not to move (historically) or even vehicles which are out of petrol. 5. I'd like a unit for French partisans. That's all I can think of for now. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  24. More people would test it faster. Quote: ""You know as soon as v1.03 is released EVERYONE will donwnload it and play it (read playtest it) to death anyway. Then if there is something that REALLY needs fixing there will be another patch... thats how these things go.."" You forgot the part where you (or someone else) blasts BTS for releasing buggy patches before they are ready. ------------------ "Artillery is a terrible thing. God, I hate it." Pvt. David Webster 101st airborne 1942-45
  25. Brought this thread up from the archives because of an incident that happened to me recently in a PBEM game. A Panther drives down the road and it knocked out by a bazooka team of mine. The tank crew bails out and either in a fit of revenge, or just looking for cover, the 3 guys remaining in the tank crew run into the cottage where my bazooka team was hidden. The tank crew has pistols, and they kill one of my bazooka team. Since my team has no personal weapons, they are defenseless. Were it not for a 50mm MG nearby which drove the tank gunners away, they would have wiped out that bazooka team. If allocating sidearms to units like these is not a possibility, I would still like to see another solution implemented.
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