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Posts
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Posts posted by Juju
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Ooh, this one almost got buried!
Back to der top wif ya!
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Well, Greg, that really depends on what CPU etc. you are using. I have a C466/128MB/32MBTNT2Ultra/1024x768.
I really recommend trying themall and see what you like best!
Have fun!
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I used it. Had some serious slowdowns on the larger maps. Other than that, some of the greens clashed with the green of the woods and scattered trees IMO.
Went back to the MDMP low-res ones. They look good enough. On top of that this low-res version allows me to judge elevation differences a lot better than any of the other ones.
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Guess he's too busy taking down my westwall stone by stone.
and making a thorough job of it too...
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Hi Von Brizee and all. I just submitted a similar scenario to several sites, where British paras have a life or death mission in Norway. It's really in a 'testing phase' since I don't yet know how it will react to certain specific playing styles. It's called "Norway - All or Nothing" (yeah, I know, boring title... ).
And it's PBEM-TCP/IP ONLY.
If anyone cares to download it, I'd appreciate any player comments regarding game length, reinforcement arrival, troop composition, and whatnot.
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I have noticed something odd several times. One or more of my vehicles drive along a road at night along which I have infantry units placed. At the start of the next order phase some of the units that my vehicle(s) have passed have outgoing movement lines, usually away from the road!! However, they have not moved at all.
Is this a bug, or are these units trying to move away because they didn't have the time to see if it was an enemy vehicle, and prudently try to move away from it?
Any ideas anyone?
[This message has been edited by Juju (edited 07-17-2000).]
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<BLOCKQUOTE>quote:</font><HR>Originally posted by BDW:
For example, recently I ordered some infantry units to move along the edge of the boccage for cover. A few turns later I noticed one of them was lagging way behind the others. Why? Because my movement command was too close to the boccage - therefore my unit was actually moving through the edge of the boccage!
My point is that this seems inconsistent with the "intelligence" of units in this game
<HR></BLOCKQUOTE>
Yes. But what if I actually WANT a unit to move in such a way. How would the game-engine "intelligence" know that?
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What happened to me was that a Sherman rolled into my ambush. Dutyfully 2 schrecks, an infantry squad and a 75mm inf. gun opened up (all at 20 to 60 meters)... and missed!!
The Sherman just went on its merry way, right into my rear area, which was completely undefended (large map). It didn't slow, it didn't accelerate. It just dissapeared into the night.
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Usually I play every operation twice. sometimes even more, when I think I could have done better, or just by switching sides.
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It does?
I'll have to try that...
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Also just about using (or tried) every mod. I went back to the MDMP low-res grass textures. They look good enough and I did experience slowdowns with the hi-res and bumpy grass types on larger maps (I use a C466/TNT2/128MBram).
also, If given a choice I use the darker winter-camo patterns over any lighter ones.
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I would think we need much more fluid setup lines in operations. Not just a sort of straight line like there is now.
Penetrating an attackers flank will do a defender absolutely no good the way it is now. The operation setup lines seem to be calculated using the most forward located attacking units, regardless of what else happens on the battlefield.
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# "Just a few more yards probably won't hurt"
# When four (4!!!) unsupported regular hidden bazooka teams open up at a Tiger (front armor of course) at over 100 meters in fog, simultaneously:
"HHHNNNnnnnnnAAAAAAArrggghhl"
# and finally (again; Python knowledge recommended): "RUN AWAY! RUN AWAY!!"
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Scott Clinton:
Frankly this is the first time the AI has actually hit my troops with HE<HR></BLOCKQUOTE>
Now that you mention it: in my opinion the AI is much too liberal with its ammo when it comes to smoke. What I mean is that the AI wastes to much ammo on smoke while the same and often a better result could be gained by simply bombing the s**t out of my units.
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Thanks all! Got the idea now.
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Well, I've tested the stuff. It doesn't seem possible to preset anything, but I noticed the majority of shells explode above ground level (very little craters).
Now, this is nice and all, but what is the advantage of spending quite a few extra points for a VT spotter? In what situation are these guys used best?
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Really? Sounds cool. I think I'll check that out right away with the editor. Thanks Tanker.
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Hi guys!
Okay, did a search, but nothing came up. I'd like to know what the 'VT' stands for in the 105MM VT and the 155MM VT artillery. Can anyone tell me?
Thanks, Juju
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Then make one yourself, or fire up a quick-battle in snow conditions: Voila!
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And friend Juju? Is he perhaps not being mentioned because things do not seem to go totally your way on the Westwall?
Bwaaaahh, Ah wanna be taunted a second time tooooo!!!
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1024x768 on a C466 with a TNT2. Runs great. Except not so smooth on the big big maps.
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Hello BTS
I thought I'd run this by you, just in case. At the end of the "McKinley's battalion" operation I found a routed US squad among my men that was obviously very seriously mauled. Many times over it seems... I don't know how it happened but the squad shows -17 men, and 29 casualties! I've got a screenshot of it, but don't know how to post it.
Juju
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and besides, guys, Berli's just trying that old 'French taunters' routine, you know: "Your mother was a hamster," 'n stuff to get us annoyed and overconfident.
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Worried about my flanks?
You got to be kidding. I only eat twice a day, and as you say, they don't exist!!
Daily Radar seemed to like it.
in Combat Mission Archive #2 (2000)
Posted
<BLOCKQUOTE>quote:</font><HR>Originally posted by The CM Borg:
You have been assimilated
<HR></BLOCKQUOTE>
Indeed.
Resistance is quite futile! (remember: hit GO: Aaaah, nonononononononoooo!