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patboivin

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Everything posted by patboivin

  1. I didn't know that Italians were at Stalingrad. Given the way the war turned out for them, maybe they should have stayed in their home country to defend it... If we are going to include Eastern Block countries, no Eastern Europe CM would be complete without the siege of Sevastopol (I think that was the city I am thinking of), with the twin-rail 800mm Big Bertha. Kursk. I can't wait for that scenario. I also can hardly wait for the ASL Hill 621 Scenario, we have the map ready all we need now are the Russian units to put on it. So will Charles or Steve make the "research trip" to Europe?
  2. I didn't know that Italians were at Stalingrad. Given the way the war turned out for them, maybe they should have stayed in their home country to defend it... If we are going to include Eastern Block countries, no Eastern Europe CM would be complete without the siege of Sevastopol (I think that was the city I am thinking of), with the twin-rail 800mm Big Bertha. Kursk. I can't wait for that scenario. I also can hardly wait for the ASL Hill 621 Scenario, we have the map ready all we need now are the Russian units to put on it. So will Charles or Steve make the "research trip" to Europe?
  3. Yes, we want to hear all about it. And we want to know the way it REALLY happened!
  4. OsinO, You started something. OK troops, if you have other puzzles to put on the board, go ahead, this is fun.
  5. Why did they have to invent funnies, anyway? Didn't they know it would make software developers' lives difficult! Bah! They should have used shears to cut through that bocage, and used wooden boards to walk over that barbed wire and those minefields. What were they THINKING?
  6. I received an e-mail re. engineers clearing roadblocks. They cannot do that in CM, can they? And what about 'dozer tanks. How hard would it be to add them to the game?
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Samhain: Definitely a bug. I just had a Jagdpanzer bog and become immobile on pavement <HR></BLOCKQUOTE> That would be realistic for the Maus, not for the Jagdpanzer!
  8. I always thought there was something fishy about this game...
  9. Kitty, Don't let people get to you, life is too short. Live your life and let them waste theirs. When they are ninety years old and they look back on their lives, they will have nothing but regrets. Just be yourself, no regrets. On another topic, how did you manage to make those hamster 3D faces look good? It's not easy to do...
  10. Voted. I also added: "Red Alert 2 is a strategy game? Who do you think you're kidding?!" Point and click frenzy does not a strategy game make.
  11. I hope you have a white flag in there for my opponents... Please send me a copy.
  12. If they are going to add these super tanks in the game, they should take load bearing capacity of bridges into account. It could be a random value, within a certain range depending on the type of bridge. To confuse players even more, damaged bridges could support less weight, and so no one would have a clear idea of how much weight a given bridge is able to support. Super-heavy tanks should mangle roads (even paved), and could possibly bog down even on dirt roads. Here the Maus is a good candidate. The Maus would be nice. Count me in. If they are doing the Eastern front, I would also like to see Big Bertha in action as well, perhaps as off-board artillery? I would like to see what kind of craters it would create. Train artillery too? About 200mm and up. Can the game engine support multiple guns on the same tank, I wonder. They will have to, I suppose, if they are going to do those bizarre Russian tanks with multiple turrets. Imagine keeping track of all those lines of fire, my Pentium Pro will slow to a crawl. Ah, how quickly games can get out of control... A search for the various historical vs. gamey modes threads is perhaps in order now. I want to be able to design my own vehicles. The Tiger Ausf E.100 comes to mind, as well as the U.S. prototypes... I want something I can use for target practice. ------------------ A battlefield is a place where corpses are made. If you are sure you will die, you will survive. If you have your heart set on getting out alive, then you will die. Good commanders are as if they were sitting in a leaking boat or lying under a burning roof: when they can baffle the planning of the intelligent and present no target for the rage of the brave, then they can take on opponents. -- Wu Qi's Art of War
  13. Thank you Martin. The fellow in Oosterbeek who scanned the maps for me sent me an e-mail telling me that each square on his map was 1 square km -- that's 50 CM map designer squares by fifty! Now the question is... how many squares can I place on an Operation map? My map goes from the landing fields right to the bridge. That would be a 15km long stretch, or 750 squares. Can I put that in an operation? By about 8-10 km wide? Good grief I'll be ready to retire by the time I'm finished, and we'll be at CM 23.
  14. "V for Victory bundle" -- is that a set of CM operations posted somewhere, or is this for another game? BTW I am slowly clueing in, I noticed that some roads on my map are drawn with solid lines, others not. I will assume that those with dotted lines are dirt roads. Altitude is another matter, usually on military maps each line represents 5 feet altitude change, is that correct? (can you tell I have never been in the military?) [This message has been edited by patboivin (edited 12-12-2000).]
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pak40: No good. The lawers would sue before the game could be played. [This message has been edited by Pak40 (edited 11-30-2000).]<HR></BLOCKQUOTE> I think the lawyers would ask for a recount of the AAR...
  16. I am very slowly working on yet another incarnation of Operation Market Garden, based on the Allied map. I am also slowly developing a Cylon mod for CM, just to see if I can make those things look metallic. I don't have my old ASL scenario sheets anymore, but if anyone can send me the OOB and setup for some scenarios I am willing to convert them, I have done one already.
  17. I am, for the second time, attempting to generate a map for Operation Market Garden. I am working from the Allied strategic map, but it doesn't show which roads were paved, which ones were not. Is it safe to assume that the obviously main roads, including the roads that follow the railroad track, were paved, but that all the other roads that criss-cross the map are just dirt roads? I wish I had been there, I wouldn't have so many things to worry about now while trying to draw that map. TIA P.S. BTS, please please please let us draw things that are not just at 90 and 45 degree angles when designing scenarios... but I know that can quickly turn into a coding nightmare.
  18. When the Allies saw the Tiger, yes. In large part though they just decided to go for more air support. The Shermans weren't that bad, when you take their sheer number into account. So they are not as good as some of their opponents' tanks. So what, if you have five tanks and they have two. Gradually the Shermans got better. I still like the T-34 better than the Jumbos though.
  19. Thanks. I should have looked up his e-mail on this forum, but he didn't post it anywhere on his web site.
  20. Cyberfox, Is it still possible to join the tournament? If not, please add me to the list for the next one (Tournament 2001 a CM Odyssey? ha ha). Thx. [This message has been edited by patboivin (edited 12-12-2000).]
  21. Olle, where can I download that Stormtrooper mod? I want to add some weapons... Too bad I can't model an AT-AT.
  22. I am surprised that it is still that easy to hit a hull down tank, given that half its profile has disappeared from view. Shouldn't it be much harder to target hull down tanks, if all you can see is their turret? I understand that Tiger Ausf B turrets were huge, maybe that's why they didn't gain much by being hull down. What about hull down StuG IIIs, or the other low-profile tank destroyers? Are they much harder to hit while hull down?
  23. Smoke at the squad level was available in ASL, for some squads. Where did they get the idea to put that in the game? Did they do their own research? Why did some squads have smoke capability (however unlikely, sometimes you had to be really lucky to be able to use it), and others not?
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