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Seahawk-vfa201

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Everything posted by Seahawk-vfa201

  1. Totally agree. It will be a pity to receive the CM and already have hints on what each scenario hide as surprise. Blind at least first time is going to be a pleasure.
  2. Just ordered!!!!!!!! I put a long red carpet on my hallway
  3. CC# ? I think I played the demo of version 4. After a little while I deleted from my HD: waste of space. And it almost made me do a terrible mistake: I though CM Gold demo was one upgrade of CC and I said to myself: Who cares? Then I realized the screenshots looked different. Tried it: OH MY!!!!!!!! Thanks Steve and Charles: it will be worthing every dollar of its price!
  4. They really look great. Nice artwork. I hope they will be integrated in the CM final version.
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by KwazyDog: So what you are suggesting is that tanks should be able to indirect fire using the TC as the spotter? ]<HR></BLOCKQUOTE> Indeed, at least for Area Target. I do not expect pinpoint precision as the gunner has no optics available for the shot but the TC could provide angle and distance. I am no expert on this but I do not see why not, especially against fortifications/buildings, or barrage fire.
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: PL - it's calculated (roughly) from the level of a vehicle's main gun. Otherwise you'd get situations where you could see but not shoot. Charles<HR></BLOCKQUOTE> Well this is confusing. If the shooting arc is unobstructed, even if there is no direct LOS from the main gun I should be able to shoot if my TC has LOS to a target. It still looks like being a compromise but being able to see the target and unable to shoot is very unlikely. What is the picture you have in mind? projectiles do follow ballistic trajectories, certainly I do not need to have LOS from the main gun to be able to shoot a target.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Blackhorse: Select the unit, then hit the TAB key (key to the left of "Q".)<HR></BLOCKQUOTE> Well that is NOT the behavior I am looking for. TAB puts you slightly behind the unit as if floating above and back some 5 yds away. you have to manually move to be closer to the unit position and this way you'll never get EXACTLY the line of sight of the unit concerned. What I am talking about is a viewpoint FIXED on the unit eye visual level. The only thing possible would then be turning around using as a pivot the unit itself. TAB just puts you close to the unit and you may wander around freely.
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Schugger: --------------Spoiler Alert!----------------- Oh, it does! Those damn AI beast used smoke to toast my concrete MG bunker i've plced in Plomville. <HR></BLOCKQUOTE> Well in a sense it confirms what I said. The AI used smoke against a *known* target, i.e., the bunker. I have never seen it using smoke as a screen against nothing, as a prevent tactic. And that is understandable: how would you sensibly program the "feeling" that an area could be used to ambush you IF the enemy is hiding there? I did not play much (only 10 times or so) but I have never seen the AI use smoke against area without having a visual on an enemy position.
  9. On my experience the AI does not use smoke in a proactive way, as when advancing on open area toward a possible ambush (Chance Encounter scenario).
  10. How to instantly get the 3d view from a unit location, i.e., as with view #1 but fixed on the unit viewpoint. Oh yes, I'll gladly accept an email game seahawk_vfa201@yahoo.com
  11. Yep, ready to play some humans too seahawk_vfa201@yahoo.com Any of the two scenario, full fog, and no forces adjustments.
  12. I tried a quick way to get to single units eye level (view #1) similar to using TAB when watching the 60 secs action where the movie follows the selected unit. I'd like to achieve an immediate location of my viewpoint from unit's *eyes* and see the scenery from his exact location and feel its exact LOS instead of trying to get close to it from view #1. Also I'd like to have it fixed so that whatever movements I try with the view it is as if the units was turning its *head* and look at another direction. Then, maybe, hitting TAB again would *free* the #1 view and disengage it from unit's *eyes*. Is this behavior already there? if not, would it be a desired features for everybody in the final game? Seahawk out.
  13. As ICQ for mac don;t get mirabilis. Try this one. It really delivers on Macs http://homepage.mac.com/gerrysicq/ Seahawk
  14. North California here. I am a sim fighter pilot and I know how fun it is to play battles, dogfights, and missions online. So count me in Seahawk
  15. I got it. I thought maybe same other Beta scenarios were around. I can't wait to find a Download Full Version link on these pages PS Do you accept Visa and/or MasterCard ?
  16. Is it possible to d/l new other demo scenario while waiting for the final release? I really hope so. I now call the trees by their name in both VoT and CE Seahawk
  17. Not for fun, just to be realistic Set default forces, full fog of war. Played the Valley as German: got a 90% - 10% victory. Morale 87%. 40 something casulaties 69 captured, the rest killed. Allied did not even got to the mine fields (surrendered short of them). All Shermans Kaputt. The Panther is a beast! On the other side, as a GI, same settings, I had a 84% - 16% victory. Morale 82%. 60 something casualties. The Shermans have good aim Seahawk Comment on the AI: as GI I had massive artillery on the Nazies throughout most of the turns. As German the AI had artillery on me only for few turns (8~10). True: I killed some Arty spotters
  18. Yep, I have seen AI tanks pop out smoke but in the Chance Encounter I had reached (as Allied) strong field position by creating a barrage of smoke to cover my troops/tank advance. The AI used no smoke at all at same scenario when I played as German. I killed 4 Shermans in the first 10 turns. Apart from that the AI makes for really good realistic behavior. Great stuff in here. Thanks for all replies. That helped. I hope to be able to participate to missions and campaign online when the game is released. Until then aim straight, shoot sharp. Seahawk
  19. Hi there. Just finished the two demo scenarion (Valley of Troubles and Chance Encounter) both played Allied and Germany side. Great game! I come from cardboard wargames so I easily mastered the various aspects (hey I kicked the AI commander big time ) but I can;t figure out out to make the option "Target Next" work. It does not do anything on my case, all units confounded. Then, why not to devise a scheme to get ammunitions from dead units when the active are low on ammo (or is that already into account) Finally: the AI commander seems not to know how to make use of the smoke to cover its units movement: it is a bit too easy (full fog of war, maximum tree coverage settings): like shooting at ducks Thanks and can't wait for the real game to come out. Seahawk PS People here talk about 3 demo scenario: I only got two. How comes?
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