Seahawk-vfa201
Members-
Posts
469 -
Joined
-
Last visited
Never
Everything posted by Seahawk-vfa201
-
Wargamers, PLEASE Read!!! Important info!
Seahawk-vfa201 replied to Mark IV's topic in Combat Mission Archive #2 (2000)
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. -
The first few are on their way!
Seahawk-vfa201 replied to a topic in Combat Mission Archive #2 (2000)
Just ordered!!!!!!!! I put a long red carpet on my hallway -
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!
-
They really look great. Nice artwork. I hope they will be integrated in the CM final version.
-
<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.
-
<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.
-
<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.
-
<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.
-
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).
-
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
-
Yep, ready to play some humans too seahawk_vfa201@yahoo.com Any of the two scenario, full fog, and no forces adjustments.
-
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.
-
PBEM ICQ? help/faq entry/tutorial
Seahawk-vfa201 replied to a topic in Combat Mission Archive #2 (2000)
As ICQ for mac don;t get mirabilis. Try this one. It really delivers on Macs http://homepage.mac.com/gerrysicq/ Seahawk -
California CM Players?
Seahawk-vfa201 replied to TZEENCH's topic in Combat Mission Archive #2 (2000)
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 -
New Scenarios!!
Seahawk-vfa201 replied to Seahawk-vfa201's topic in Combat Mission Archive #2 (2000)
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 ? -
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
-
AI Question: surrendering. *SPOILER?*
Seahawk-vfa201 replied to a topic in Combat Mission Archive #2 (2000)
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 -
Newbye Questions
Seahawk-vfa201 replied to Seahawk-vfa201's topic in Combat Mission Archive #2 (2000)
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 -
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?