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Maximus

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Everything posted by Maximus

  1. I just started a battle this morning where I'm running a platoon of FJ towards a 2-story light building cross-grain of the avenue of attack. There happened to be an enemy sniper on the top floor of the building. The first turn was nearing the 55 second mark and I hear the sniper sound. I hear someone take a casualty. I find which unit took casualties. It was the HQ unit of said platoon. I replay the movie, I hear the sound, HQ shows two casualties. Now through further playing of the scenario I discover that there are quite a few enemy snipers. Now, what would be the coincidence that two snipers fired at the same time and struck the same unit at exactly the same time? If so, then I guess I gotta chalk this one up to the magic bullet theory (ala the Kennedy Assassination).
  2. Well as you may know, Mr. 1337 is no longer with us.
  3. You try and you try, but sometimes you just gotta say the hell with it. [ 08-08-2001: Message edited by: Maximus ]
  4. Well actually it wouldn't be too gamey in sense to the limitations of the current CM engine if one would design a bridge that had a small land island in the middle and then put the pillbox on the island.
  5. Ahhh, this is a thread from the time I lost my original name of "Wehrmacht" because I tried posting when the server was down and it lost myregistration info when it tried to update my post number. At least that's what Steve or Charles said back then.
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by David Aitken: It might help if you would read the thread before posting your knee-jerk reactions. In that case you would have noticed that I bought a halftrack for the purposes of transporting my gun, ie. something that had combat as well as mobility value. Of course, what you fail to appreciate is that a truck, even if it is immediately destroyed on contact with the enemy, has proved its worth by actually bringing the gun to contact. You pay the 25 points because otherwise the gun would realistically be five miles away.<HR></BLOCKQUOTE> First of all I did read the thread, you loaf, at least what existed at the time of my post. The posts that snuck in just prior to my posting was just that, the activity of this thread was so quick that they came in as I was typing. Second of all, it sounds like you're forcing the player to buy units that have no combat value. Besides, as it was said, this gun in question was at the back edge of the map was it not? Thirdly, as it has been pointed out that MEs are by themselves gamey as the situation never happened anyway in real war. So You either have an attack or defense. So arguing a gamey tactic or move in a gamey situation to begin with, is totally ridiculous. That's like trying to argue with a clown that his joke was funny, but in way that you thought that it should be funnier. So I still say that wanting your opponent to waste points on a transport only just for the sakes of being ahistorical in an ahistorical situation such as a meeting engagement is purely hogwash. OK, so the next time I play a ME scenario against the AI, and I run across an untransported AT-gun, I'm gonna yell, "That gamey bastich cheating computer!" Besides, who's to say the ME engagement map isn't where the two armies started out to begin with? Just to transform this situation to a different era. Let's take for example a Civil War game based on the CM engine. The two sides are likely to have several batteries of artillery cannon and/or mortars. Now I know that these pieces would most definately have to of had to be moved into place by horse-drawn wagons and such, but I wouldn't expect the player to actually have to buy horse wagons just to play the scenario. I use the Civil War as the example because more times than not both sides usually camped out in plain view of one another before the battles. And most Civil War battles were Meeting Engagements.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by adamant: What I don't understand is that it still asks for the CD Rom and says "Unless you ran a Full Install". I DID run the Full install from the very beginning... and it won't work without the CD. Any reason for this? If the program runs a "CD Check" then why would it say "unless you ran a Full Install" when the prompt comes up? Just so you can play Multi without the CD? Bah, doesn't make much sense to me. Adam<HR></BLOCKQUOTE> Would you like some cheese with your wine? How dare BTS actually put a CD check copy protection thing on their game. [ 08-06-2001: Message edited by: Maximus ]
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chad Harrison: my opponet brought up the point that he had brought a transport for his gun, and that not doing so is gamey.<HR></BLOCKQUOTE> Not buying a truck or halftrack to haul around a AT-gun, gamey? Your opponent wanting an extra truck or halftrack to kill just for the sakes of it being a "transport", now that's gamey! Looks like he was just wanting some easy victory points.
  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Gordon: Well, yes and no actually. It's primarily a difference in outlook. I've had this conversation (on this board) with TwoSheds in the past, and I'm not averse to possibly working towards "merging" the CM Mod Manager and CM Mod Option Selector functionality in the future. The primary difference in funtionality is that CM Mod Manager is focused on installing a single mod at a time in a very flexible way. CM Mod Option Selector, however is geared towards applying the same transformation across multiple mods (potententially involving every BMP in the game). To acheive the same effect with CM Mod Manager requires many more actions to select, for instance, the Canadian versions of all the mods that support UK and Canadian versions and re-installing them, whereas CM Mod Option Selector requires just a couple of clicks. Neither is inherently better or worse, they're just different. Gordon<HR></BLOCKQUOTE> Yes. Now correct me if I'm wrong, but doesn't the Mod manager only install one mod at a time? or something similar to that, but with multiple selections. With CMMOS, you'll be able to install ALL mods of one sort with just 2 or 3 clicks. <BLOCKQUOTE>quote:</font><HR>For example, you want to install ALL of the US Camo versions of every Marco/Molek/Feldgrau mod available. With CMMOS you can do that with just 3 clicks: Select the US Camo Icon, select U-shoe or rubber bloc tracks, and then click "Apply". That's it!<HR></BLOCKQUOTE> Right now I'm working on a Ruleset that will allow you to switch German Uniform mods ranging from Andrew's unis, Scipio's unis, and my Felgrau repaints of Andrew's Heer. I'm also including a sub-option like in the above example to switch between helmet textures. BTW, Gordon, can you have 3 rules in a Ruleset? I need to figure out a way to be able to choose trouser styles from full camo to match the tunic to regular field trousers.
  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pvt. Ryan: This sounds really great! How much is this going to cost? I would expect to pay $100 for a product like this, but hopefully some English guy will tell me that if I act quickly I can get it for 3 easy payments of $19.95 each, and get a second tube for free.<HR></BLOCKQUOTE> ACT NOW and you will receive a free 5 lb. bucket of our world-reknown product Oxyclean. Activated by the air we breathe, mixed with water it creates the ultimate cleaning substance.
  11. OK, The new mods to be included are as follows. (I think). 1) Camo Priest. 2) Camo M8 Greyhound/M20 Util. Car 3) Kitchen Sink treatment to Magua's Halftracks. (_us, _ff, _uk, _camo, etc.) 4) Snow Stuarts (Stuarts, Stuart Roo, T8 Recon) 5) Snow Shermans 6) Snow Greyhounds 7) Snow Priest 8) Snow Halftracks 9) Snow Trucks 10) Whitewashed versions of 4-10 above. Now you ask, why new versions of all the above? Well this program called CMMOS (CM Mod Option Selector) will allow you to select between several different options of winterization including w/stars, w/aerial recognition panels, and w/both. So they now have their own suffixes. The beauty of it all, they are all prepackaged, all you have to do is copy in all the files and then let CMMOS do the rest. The program will also allow for building switching (however this option won't be available upon this release). Building sets such as stock, Magua's, Panzertruppens, etc. We are also looking into working in Fernando's batch files as well. And perhaps Andrew Fox's uniforms. This CMMOS will be able to do it all--eventually. ------------------------ Now you both mentioned deleting stuff. DON'T do that. These mods still have the _suffixes. The new ones should be brand new. In other words, there won't be any files in your BMP folder that have the same name. This program will also require a "patch" if you will, which will fill in all the missing files from previous mods. Some older mods didn't have all the necessary files and if you noticed the old batch file had to be modified to fix some of these. The missing files were just naming ommisions. Such as a file that needed a _us suffix that it didn't have. That sort of thing. So sorry folks, you will still have a "bloated" bmp folder, however what you will have is a streamlined way of installing all of these variations. I promise, you all will like it.
  12. Well for those of you who have been anxiously awaiting the complete set of Marco/Gordon/Pawbroon/Magua/Feldgrau of mods, you're wait is almost over. As some of you may know, Gordon has been working on a total replacement for the batch files. He has worked up a Windows Executable program that will totally replace ALL of the batch files. He has also included swap procedures for different versions of winter textures. Now however the "_suffixes" have changed a bit, so we will have NEW versions of these mods to download. But I promose you that you'll like this alot. This total change came upon because we were getting to a point with the batch files that it was becoming a problem with coding up the main batch files to work properly. The problem arose when trying to code in Camo Priests and that's when Gordon decided to scrap the batch files. Also, since a lot of people didn't care for the system to begin with, you've got no excuse this time. This new system is so easy a chimpanzee could use it. Well, it's a bit like the Mod Manager, but a little different. There's going to be a lot of new mods with this one. So get your modems some tall glasses of ice water or beer or whatever European model drink, and get ready to download a bunch. Oh, I almost forgot. What makes this program so neat is that it can easily incorporate a new mod (Allied only at this time) by just adding the standard suffixes (_us, _ff, etc) to your files. Either Manx or Madmatt or both will do the hosting for these mods. We are now nearing the completion of this monstrosity. We are also trying to give everybody the most bang for their buck so that we can let the batch files die their most deserved death quickly.
  13. Well I probably shouldn't, but I just gotta... <BLOCKQUOTE>quote:</font><HR>Originally posted by Rat: I use a Macintosh.<HR></BLOCKQUOTE> I'd say that's part of your problem. But in all seriousness, the Mac Mod Manager is supposed to be able to convert Windows bitmaps into resource files compatible to MacOS or some sh*t like that. Which then go into your Graphics folders.
  14. I use Magua's Normandy grass and scattered tree bases. Juju's woods bases. A modified Juju wood base for brush. (I think Tom did that one.) For Fall tree bases, I use the same except I've applied a "withered grass" filter to them which browned them up and they look pretty good with the Normandy grass.
  15. But seriously, I do believe that the PzIV HE round does have quite a bit of punch. Not sure on the Blast Radius rating at the moment compare to the Sherman 75 round.
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzerman: And I would love to slap you in the face with a Tiger tank... <HR></BLOCKQUOTE> And we would love for you to thoroughly read a post before you post one of your famous one-liners. [Edited by Panzerman: 8/3/01]
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by aka_tom_w: The use of the Shift key as a modifier key may have caused this problem. I know I have done this myself more times then I care to remember. While attempting to chat Via TCP/IP in a game, if you miss tapping the chat button (Zero or Shift to get ~ tilde) AND then you immediately start to type, and you do a "Shift- i" to say "I did this or I did that" then POOF! there goes your smoke effects and you don't even know it. <HR></BLOCKQUOTE> Patient: "Doctor, I have this severe pain." Doctor: "When does it hurt?" Patient: "Well it hurts when I do this." Doctor: "Don't do that."
  18. "Storey(s)", David? Don't you mean "storie(s)"?
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pak40: I realized this when it dawned on my that in order for my bazooka team needed a 6 or below to KILL a Mk IV tank. That's a less than 50% chance to kill after he already hit. Someting isn't right about that. After a hit, a bazooka should get a kill 80-90% of the time with the remaining % damaging the tank in some way or a rare no damage.<HR></BLOCKQUOTE> I'd like to add to just that. A Bazooka round being of a Shaped Charged warhead has the same penetrating power at any range. Granted the maximum range of a 'Zook or 'Schreck is about 200m. So thinking of combat results in terms of die rolls really isn't very accurate. Think in terms of muzzle velocity, size of shell, type of shell, armor thickness, angle of impact, and of course range. But not really, range. Also, pilgrim, if you are not aware, CM is highly moddable. Meaning that damn near every texture in the game can be modified. There are some excellent "mods" on several sites. For some really nice Hi-Res Shermans, Stuart-based vehicles, and M8/M20 Greyhounds, and Trucks, look no further than Marco Bergman mods. For some really awesome German PzIVs, StuGs, and Panthers, look no further than Fernando mods. For a complete terrain overhaul, grab Magua's Normandy Terrain set.
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by PawBroon: Now because I am paid by the Community to provide a Reality Check each time you're loosing it, here comes: It's horrendous isn't it? There a certain Frogness in it. I mean, it's almost as Teletubbian as Tiger's Chaffee... Ooops!<HR></BLOCKQUOTE> Gee, Marcel, I love you too. Hey you don't need to remind me of how bad those "Jungle Cats" were, but hey they were an alternaitve to the pinkish G-late we had at the time. Fortunately, there was a better one that came out at the same time that I'm sure people chose over mine. Besides, I know they sucked, but I never claimed that they were the greatest thing since sliced bread as Tiger seemed to do with his mods. What I always found a bit funny, was that Tiger never seemed to use anybody else's mods but his own. Otherwise why would he slave over making several versions of his Shermans when there were Marco's excellent set. But just like Manx said, Tiger seemed to pump out 2-3 mods per WEEK. And now you know how long it took Marco to do the Greyound. What was it, about 3 good MONTHS? Granted he was sick and all, but you see, to do really good quality mods ala Marco, it takes time. Pumping 2-3 complete mods out per week, just really wasn't doing it for me. Granted yes, I downloaded and use them, but as you said, they ARE an improvement over the originals. But as soon as Feldgrau's Churchill and Gordon's Cromwell is done, you betcha, I'll use those.
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by The_Rooster: my feeble mind has difficulty extrapolating temporal incongruities of this nature.<HR></BLOCKQUOTE> My feeble mind has a difficulty extrapolating what you just said. But Subvet is correct, the clock seems to be about 18 mintues fast. [ 08-01-2001: Message edited by: Maximus ]
  22. First of one, there are two types of anti-tank mines. Daisey-chains and regular. Daisey-chains are readily visible. You'll spot them from a good distance. Regular types you have to get close to before you can see them. Now, in order for engineers to clear mines you have to use them in two different ways according to what type of mines they were. (You can't tell which kind they are by clicking on them, but like I said, you'll be able to spot daisey chain from a distance.) To clear daisey chains, you just have to get engineers within 10 meters or so from the sign. They will clear them after a turn or two if they aren't being fired at. However to clear regular mines, the engineers have to have a satchel charge in their inventory. Appraoch the mine sign as above and after a turn or two they will chuck the satchel charge into the mines and then it will be removed.
  23. There's also Fernando's sets here at CMHQ. There's also the same set of PzIVs there too. The same set, you ask? You'll see when you go there.
  24. OH MY GOD! MY EYES!!! What kind of hardware are you using for grass and road textures like that and non-transparent buildings? If that is a Mac, then I feel for Mac users.
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by PawBroon: Now that's a tribute to Tiger's MODs. You'll find those done quite nicely at Tom's HQ. Some are even winterized...<HR></BLOCKQUOTE> Well unfortunately you know how I feel about Tiger's mods. Yes, the paint jobs are nice, but the detail sux. Gordon started a Hi-Res Cromwell ala Marco-style, long ago but his fingers couldn't take it.
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