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TopShelfCookieJar

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Posts posted by TopShelfCookieJar

  1. Originally posted by crom:

    Has anyone ever taken the time to build a proper, searchable database for all of this information? If there is a need, I wouldn't mind taking a stab at it, and then putting an HTML front-end on it so that its easy to query for information...

    I wrote an app for CMBB that parsed Chris' excel files and presented all the data in a sortable listview. Kinda useful when making force selections.

    Would work for CMAK assuming the format of the excel spreadsheets hasn't changed radically.

    Probably should have developed it a little further (it was pretty basic), though being on holiday at the moment I guess I could find the time...

  2. The simplest solution would appear (at least to me) to be that when you press the retarget key it should reset your fire mission back to whatever you were dropping previously, be it HE or smoke. Thus if you wish to swap you would be forced to set a new target.

    Whether the resulting delay would be to everyone's satisfaction is debatable, but at least a delay would exist and I would think that such a fix would be reasonably 'simple' for a man of Charles' talent to effect.

    [ October 17, 2002, 12:46 AM: Message edited by: Jeeves ]

  3. Again, I emphasize that I have no idea if this is a bug or not. My sum knowledge of the inner workings of artillery is best described as 'slim to none'. smile.gif

    If you are currently laying down smoke and wish to change to HE then when the orders stage rolls around you simply set 'Target', click anywhere (giving you a small delay) and then press 'Retarget' which moves the target point back to where it was previously, removing the incurred delay and changing to HE. The same procedure can be used to change from HE to smoke.

    [ October 14, 2002, 04:05 PM: Message edited by: Jeeves ]

  4. Should it be possible to swap from HE to smoke or vice versa instantaneously (ie with no time delay) for off-board (and probably onboard - I didn't check) artillery?

    It seems that you can and I was just curious if this was intentional...

    Apologies if this has already been discussed. I'm at work and don't have time to peruse past topics. ;)

  5. (Hopefully not too far off-topic - Gyrene's post raised a question for me).

    Does the rarity modifier in CMBB extend to infantry unit types (eg Heer, SS, Volkssturm, etc), not just vehicles?

    If this is the case, then is it possible that a veteran SS platoon would cost significantly less than a veteran Volkssturm platoon (simply because you were probably likely to find more of the former than the latter) all things being equal (ie weapon/men loadouts roughly similar)?

    I ask this after reading this by Steve:

    <BLOCKQUOTE>quote:</font><HR> The typical engagement should have Conscript Volkssturm, without many supporting arms, going up against a sturdy combined arms Allied force of Regular or Veteran. <HR></BLOCKQUOTE>

    With current QB's you don't necessarily see this type of matchup (well I don't), but with the rarity factor thrown in, both these forces would be more likely to be bought since there'd be some sort of 'discount' taking effect.

    I could be way off base here, so feel free to point out all its flaws. smile.gif

    [ 07-10-2001: Message edited by: Jeeves ]

  6. <BLOCKQUOTE>quote:</font><HR> We have no plans to *ever* make a continuous (realtime) game. And we have our next 12 years of development in mind when we say that too... <HR></BLOCKQUOTE>

    I feel it would be prudent if someone were to bookmark this thread. Then it can be quickly whipped out to extinguish these *cough* discussions *cough* before they get out of hand. ;)

  7. Hardest fighting unit? In a recent PBEM game I had two SS Motorized squads holding out in a house when they were forced to repel an attack by a US Rifle 45 platoon. The squad upstairs claimed 25 confirmed casualties, while the downstairs one inflicted 12. Each squad only lost one man. 37-2, not a bad return. :D

    Unfortunately the 25-kill squad was wiped out when the building collapsed several turns later. :mad:

  8. Are Battalion HQ's inherently better than Company HQ's as far as the benefits they provide to troops in their command radius?

    That is to say, if I had an MG in C&C of a Battalion HQ with zero 'standard' bonuses (combat, command, morale, stealth) would it be any better than a zero bonus Company HQ? Same goes for Company HQ vs a Platoon HQ.

    And how about HQ's spotting for off-board artillery? If I have a Battalion HQ (zero bonuses once again) spotting for my 105mm arty, is it any quicker (delay-wise) than a similarly blessed Company HQ?

    I'm at work discussing this with my regular PBEM partner, and naturally we can't be bothered waiting till we get home in 5 hours to try these things out. No doubt some helpful member out there will be able to provide us with the answers.

  9. <BLOCKQUOTE>quote:</font><HR> This also answers the question about "mouseholing" (i.e. going through walls using TNT instead of going outside and back in). We can't do this unless we can have individual states for individual walls.

    <HR></BLOCKQUOTE>

    Fair enough. If the buildings will be bigger as Michael and Rommel22 have asked, then that will satisfy my need.

    Please say it will be possible to preview a QB map before unit purchasing (or at least make it an option if both players agree).

    Also, will we be able to create our own maps and then use them in a QB? ie create the terrain, but leave the unit purchase up to each player.

    Thanks for staying up late (not for me thankfully) for this Q&A session Steve. Much appreciated.

  10. Just been salivating over the new pics posted on CMHQ.

    Steve, what's the story regarding movement from house to house when the buildings are adjacent/flush? Will we still be forced to move the squad out through an 'empty' wall and then back in through an 'empty' wall of the new building, or will we be able to charge headlong into the neighbouring room/building, thus copping a load of grenades in the teeth?

    Also, will PBEM be modified so that each turn will involve:

    Player A: Give orders. (first turn only)

    Player B: Give orders. Generate movie (but not watch).

    Player A: Watch movie. Give orders.

    Player B: Watch movie. Give orders. Generate (but not watch) movie.

    Player A: Watch movie. Give orders.

    Player B: Watch movie. Give orders. Generate (but not watch) movie.

    etc....

    Can't say I have a problem waiting till the release of CM2 - I'm having too much fun playing CM1! smile.gif

    [ 06-07-2001: Message edited by: Jeeves ]

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