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venbede772

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Everything posted by venbede772

  1. After reinstalling the OEM drivers I played 3 QBs and NO freezes. Seems to have done the trick. Thanks Madmatt. Jeff
  2. I forgot to mention my OS is Win98SE Jeff
  3. I am running CM 1.12 now. Was using 1.1. 1.1 froze on me almost every game. So does 1.12 now. I didn't have this problem with 1.05 or before. The game freezes with the sound still audible. Ctrl-Alt-Dlt is useless, I am forced to reset the computer to reboot. Usually this problem occurs during the 1st turn or during setup, although occasionally I can play a few turns before it happens. I have tried: Changing the aperture size in my BIOS Changing drivers for my video card Changing drivers for my sound card Turning off sound hardware acceleration Turning off graphics hardware acceleration Changing the screen resolution The only thing that has ever worked is turning off the graphics acceleration, but this solution is really not one to me. I didn't like how it played out using that option. My setup: P3 700mhz 512 MB SDRAM GeForce (Dell OEM) w/nvidia 6.31 ref drivers Turtle Beach Montego II Sound Card Any help is greatly appreciated. Jeff
  4. Cautiosly entering this now heated thread.... I still don't quite understand the point of changing the game for bailed out crews. Those who want to move them to the rear immediately can do so. Those who want them only to be able to withdraw can follow that condition. And so on. When I have a bailed crew I like to get them back to the rear as quickly as possible. At a minimum I want them in cover ASAP. In very rare cases I may want them for a last ditch stand. This is in my opinion perfectly legitimate. I am not going to use them for recon, or assaults, but I just might want them in case of an emergency. Troops under my command are not going to go running off into the distance without my permission. Most of the time( actually, so far, everytime)I have a bailed crew they will be sent to the rear out of harm's way. Others might not do this. They should be allowed to in my opinion. If you want to use them for recon or attack I think you should be allowed to. So long as those you play against feel the same. I for one would hate losing control of my units to the AI. I cannot prove it, but I think the majority of CM players hate this too. Routed or broken units are an entirely different story, and I agree I should have no control over these units. But bailed crews....I want to control them. My SOP as a commander would be, your vehicle gets all blowed up, you come back to me for further orders as soon as possible. So, again I am confused by the argument for changing this part of the game. As far as I can tell all options: withdrawing only, running off map, reconning and fighting, etc are all available as the game is. Everybody can do as they wish. By taking away control the net result would be that some could not play as they see fit, with no benefit to those who want the AI to assume control. Semper Fi ------------------ "You'll die in combat."--DI Sgt. Nixon, Parris Island, SC---Feb. 1990
  5. I was thinking the same thing jonp. Would be nice to have the comp randomly select the parameters. I especially want a random weather. ------------------ "You'll die in combat."--DI Sgt. Nixon, Parris Island, SC---Feb. 1990
  6. I'd like to have this kind of info too. I have been known to pour over such tables much to the distress of my now forgotten wife. It must be hard to be a CM widow. ------------------ "You'll die in combat."--DI Sgt. Nixon, Parris Island, SC---Feb. 1990
  7. I am just curious as to why this needs to be fixed. I just don't use crews in this way. The guys I play hotseat with don't either...our house rules. The AI seems not to use crews this way either. So, I am just wondering what the problem is. I just don't "take advantage" of the game in this manner. I don't run one sharpshooter out across an open field to discern enemy positions, or drive a truck over a hill ahead of my lines etc. I guess if you, or the person you are playing against want to play like this that is fine. I don't want to, the guys I play don't want to, and I won't play anyone who uses these kinds of tactics. Perhaps I am missing the point of a fix to this problem? Semper Fi ------------------ "You'll die in combat."--DI Sgt. Nixon, Parris Island, SC---Feb. 1990
  8. Here are the results of a DYO...of course, no spoiler: I was playing the British (I love hearing the Sergeants urge their troops on..."come on lads!"). I was the attacker. The map I was given made me believe this was going to be rough. Some trees out on both edges of the map...open wheatfields with a few light building in the middle. Beyond this was relatively open ground leading to a hill in the middle of the map...which was thankfully devoid of trees. I had an infantry company, 3 Vickers MG teams, 2 3in mortar spotters, 2 Wasp flamethrowers, and a Sexton SP Arty. Leapfrogged into the woods on the left and right of the map....no contact...no sightings. I moved the third platoon towards the left side of the map...so we were a bit bunched up over there. Flamethrowers moving closely with the troops...the Sexton on the right edge of the map. As soon as the single platoon on the right left the cover of woods heading for some scattered trees the caught fire from the front. The Sexton wheeled around and began blasting away. Took a few casualties, but no major harm done. Next turn, having seen no anti-tank teams...fast moved one flamethrower CLOSE to the woods from which I was receiving fire. Impressive performance by the WASP. Cooked them right out of the line. Platoon quickly ran to their positions....on enemy platoon was wrecked. Feeling confident I moved the left platoon out. Hoping to pinch the Germans onto the bald hill for a final pounding. OUCH!!! The platoon moved out...and bam....20mm, and 150mm fire comes pouring down on them. Casualties are heavy. One shot from the 150mm took out 4 lads in one squad. Moved that platoon back out of range...moved the center platoon into the open behind a hedge...planned on using the platoon, sexton, and wasp on the right to flank the hill, then charge from the center, and finally have all converge on the guns on the left for the end. The flank attack encountered no real problems...until they crested the hill in the middle. Sexton comes over the ridge..and wham....panzerschreck. Infantry gets up there...suppresses the enemy, and up comes the WASP. Again does the job...hosing down 2 platoons, the AT team, and a headquarters. Now to the guns.... The three pronged advance leaves the Wermacht no choice but to surrender. I took some casualties...but not as bad as I had thought I would upon looking at the map. Lost 32 men...10 KIA....Germans lost 167...45 KIA...with another 15 captured. ------------------ "You'll die in combat."--DI Sgt. Nixon, Parris Island, SC---Feb. 1990
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