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Mikester

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Everything posted by Mikester

  1. IntelWeenie, How jagged was it? Did they perhaps do something w/ this in v1.03 and I'm not seeing it in my op's started under v1.01 because it only works if you start the op under 1.03 (and yes, I've actually converted it to ver. 1.03 and continued playing)? Most "jagged" unstraight thing I've seen playing as the Americans in the op you reference is a 20m deep (toward the german lines) x maybe 100m or so wide jog in my start line as the Americans after both battles 2 and 3. Even though I had forces at many different depths of penetration at the end of both battles, I still pretty much got a straight line. Can you post a pick of the setup phase in view 7 / 8 showing the jagged start line? Thanks Mikester. [This message has been edited by Mikester (edited 08-08-2000).]
  2. Kingfish. I'm pretty sure the cease fire only applies to the curretn battle, not the entire operation. One way to find out, just run a quick test. Start the op you are playing now and play as hot seat so you control both players. Immediately have both of them ceasefire and see what happens. Shouldn't take all of a couple of minutes to find out. Mikester out.
  3. There are no Arty Observation Vehicles. As far as I know, they've never even been discussed here on the board since it's inception. Mikester out. PS: Jeeps work great for this.
  4. Hey Rarg, Many of us have been wondering the same thing about the front lines for weeks now. There are several other threads on this already containing all matter of discussion on the subject of should they be straight vs. jagged, etc., etc. You might want to try doing a search on the terms "front line" and you will probably find several of them. Comes down to we need to hear from BTS on this and they've not yet had the time to respond as I understand it and/or they are looking into the matter and they will let us know. Mike D aka Mikester [This message has been edited by Mikester (edited 08-08-2000).]
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mannheim Tanker: Crap! (Double post) On a side note: that fact that this issue is so heated is a very good argument for including it. There is obviously a LOT of demand for it...as long as there is a toggle feature, everyone can be satisfied by including it. [This message has been edited by Mannheim Tanker (edited 08-07-2000).]<HR></BLOCKQUOTE> Mr. M. Tanker, Please don't take any of the following personally. Frankly, this is NOT a "good arguement" I would still not be satisfied even if the feature were toggleable. As, in my opinion, BTS spending their time on such matters is a "waste" in relative terms to other features / issues that could be added and/or addressed in the game. Many of which, I might add, are way more important than any roster ever will be in both my, and any number of other peoples opinions, on this board. You must remember that BTS is not some huge game company with a large programming staff working on everything under the sun that we may wish to have. Their resources are limited in regard to the time they have and I think there is much better use than can make of that time than messing around with what I regard as a triviality in the overall scheme of things. Mikester out.
  6. No need for any roster. Would much rather see BTS spend their limited time/resources working on other aspects of the game!!!!!!!!!!!!!!!11 Mikester out.
  7. This has been discussed a bazillion times here on the board already. Varioius "solutions" (one noted above among them) have been offerred and none really solve the "problem". I would highly suggest doing a search to find out what BTS and many others have already discussed on this topic. Mikester out.
  8. Steve/BTS, Thanks for the notice. Now about those front lines in the op's.......... Just kidding, I'm looking for an answer about what's happening about this at some point though. Thanks, Mike D aka Mikester
  9. Dan, Doooooooooooohhhhhhhhhhhhhhhhh!!!! Guess that's one of the pitfalls of my sitting here trying to speed read thru some of these posts. Misread "many" as "my" and your post sounds like it's from someone that was there. Mikester out. PS: Still awaiting BTS response.
  10. Back to the top. Still looking for "official" thoughts / response from BTS on frontline issues. Thx, Mikester out.
  11. Still looking for answers from BTS on the front line issue. Thanks. Mike
  12. No real fix to front line problem in v1.03 as far as I'm concerned and/or can tell. There may have been a tweak to kind of average out a little better where the line gets drawn so the defender doesn't get pushed back so far in general (irrespective of the no-mans-land or it's size which is then tacked onto where the attackers new start line is located), but it's really hard to tell. For the most part the only real change that I can see is that the defender is not so easily pushed off the map altogether which was what was causing the "premature" operation ending problem. Mikester out.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Teufel Hunden: Mike, The setup on an Operation is differnet from that of a battle. You can only select the direction that the attacker is attaking in. It would be nice if for the intial battle of the operation you had the same options as you do for just a battle. <HR></BLOCKQUOTE> Bummer!!! Guess I was think of the single battle editor. There goes one or two other ideas I had for setting up certain things in an op. Oh well. Mike
  14. Wild Bill, Any word / discussion w/ BTS and/or other testers on how the front line is being drawn in the op's between battles and any possible changes in the works? Thanks. Mike D aka Mikester
  15. Back to the top. Realize BTS is quite busy these days. Just looking for any other opinions from folks here and brief reply from BTS on this issue. Thanks again. Mikester out.
  16. Dan is correct here. These "mega take me through the entire Western Front campaigns" are not realistic. This has been discussed several times here on the board in the past and this is exactly why such long drawn out campaigns are not in the game since, as BTS has stated, they are totally out of the scope and context of what CM is about. If you want to know more about why, do a search and find the old threads and and all the discussions that have already gone on and read them. Mikester out. PS: Dan, what unit did you serve in? It's always good to see folks here that were actually there in WWII. I for one have a deep amount of respect for people such as yourself and what you have to say on these matters. Hope you continue to provide your experience and insights to the many discussions here on the board.
  17. To add to this. I was recently able to drive a German HalfTrack into woods/tall pines terrain (can't remember which it was). And it was in there, not just on the edge. I do have saved file that BTS can look at if they wish. Mikester out.
  18. You can't currently do this. I would like very much to be able to do so though. I would like to also be able to do the opposite. I.e., if I see a QB generated map that the computer automatically generated I'd like to be able to save it and use it for example in a scenario I'm designing. Mikester out.
  19. Yup, seen this happen once or twice now. Have also seen where two tanks firing at a given tank have darn near simulataneously hit and knocked it at the same time too. Mikester out.
  20. As Fogman noted above, the only way I've found around this problem is to put a pause order of 15-30 seconds in along with the area fire order. Of course for heavy building that have not been hit at all it often takes a single tank (depending on gun size, etc.) more that one 60 second turn to bring the building down. Mikester out.
  21. Dear Mr. Devil Dog, Sounds like a very ambitious project. I'd be willing to take a look at it, but can't promise you that I can get it played through any time soon. But sometimes even just having someone start playtesting an op for you can give you some good feedback as I've already found out. You can set any of the four edges of the map to be friendly to either side. Once you do this (i.e. set north to be Ami controlled) you should be able to set reinforcement entry point markers there. At least I think from what you are saying that this is the problem you are having. Mikester out.
  22. Back to top. Still looking for reply's from all you folks that have played an operation. Also, in light of my testing noted above, looking for your views on advance type operations and whether the defender really has much of a chance to attain any form of significant victory when playing against a human attacker. Thanks again. Mikester out.
  23. Also see the thread entitled: Operations - Your Thoughts??? Mikester out.
  24. Major Tom, EXACTLY. And thanks for your reply. So why would they ever be sent trudging forward in an offensive which to me is what exiting for points is trying to model. They would be sent back to get a new vehicle, or whatever. They sure wouldn't be sent forward into the offensive (exiting the map) to get themselves killed! They are not front-line footsloggers, they are trained tank crews just like you said. Mike
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