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Clay

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    http://eric.francoeur.net

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    Berlin, Germany
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  1. The path is something like pub/demo/cmbb/mac/english
  2. Using a file transfer program such as Fetch also gives much faster DL speed. Connect to ftp.battlefront.com/pub and find your way to the CMBB demo folder.
  3. Yes, but that doesn't answer the basic question: why can't daisy chain mine be destroyed by HE rounds! Heck, I can destroy a two floor building in a couple turns given half decent gun! So why not.....
  4. Well, what do you know? Looks like I have stumbled down a well-beaten path. I'm comforted that most of the messages in these threads echo my position. Thanks for the reference. Did you have it handy, or searched it? I've given up on the search function a while ago... An important point that was raised as how convenient such commands would be in the case of reinforcements that have a lot of grounds to cover to reach the "front", which is a bit of what I had in mind. A "stick to road" or "convoy" command would not make much sense when actually engaged in battle.
  5. I've always resisted the "more troops" option when playing the AI, because it often just means even more panicked units running around the board like headless chickens, or, in the case of defense scenarios, just getting ready for another one of those pointless human wave assaults. Yet, I've never had a serious look at the computer experience bonus option. I think I should....
  6. Warning: this is meant as a good-humored, yet carefully considered expression of some of my pet peeves. Not be taken TOO seriously, but if you feel that I'm way off track, feel free to pound... We all know that the fastest (if not always the safest) way of getting vehicules from point A to point B is to use roads (when available). When the road between A and B contains many curves and one wants to send a whole column of vehicules, plotting the movement of each vehicule can become pretty tedious. Solution: something like a "stick to road" command. Select vehicle, click on destination, et voilĂ , it makes it there automatically using the road. Could be a "toggle" state, like buttoned/unbuttoned, which could be overidden by the TacAI in case of necessity. Another problem is the utter chaos that befalls any column of vehicules in movement. Different top speed, different experience level (thus of delay before start) turns the move into a stop and go festival (ever notice that there is only two speeds: full steam ahead or full stop). Again my solution: a "convoy" command whereby selected vehicules would make an effort to synchronis their movement. Drawbacks? The command delay would be that of the least experienced unit and the top speed that of the slowest vehicule. But at least the column would retain its coherence.
  7. <BLOCKQUOTE>quote:</font><HR> How about doing a program that does it the other way around? It would be cool to have a topographical map of the combat area. Print it and design your defense and attack plans on those. <HR></BLOCKQUOTE> Great idea! I wonder how difficult it would be to implement. I know nothing of the data structure in scenarios, but all the info is obviously there.
  8. Don't know how daisy-chain mines worked (or looked like), but it seems to me that HE rounds should be able to destroy or otherwise incapacitate them (which at the moment can't be done).
  9. I don't think Engineer squads can / will clear their own minefield. The reason for this is simple: It would actually make it impossible to place an Engineer Squad near one's own minefield without them starting to clear it (which in most likelihood is not what you might want them to do). I think the best solution (for the next time) is to leave a small corridor for your own troops (only you know where it is), and make sure it is covered by a MG (just in case).
  10. <BLOCKQUOTE>quote:</font><HR> BTW, was Capt Millers statement in "private ryan" accurate? 2 "panzer tanks"...that's a little redundant isn't it? <HR></BLOCKQUOTE> According to my English/German Dictionary, Panzer does mean tank ( or armour). So it is redundant. BTW, Did this FLAK 88 ever get to shoot the Jumbo?
  11. Sorry, I meant COMPANY HQ, not Division . Anyway, I think Petrovsky and I agree on the basic priniciples.
  12. If I understand you correctly, I don't think you can actually do this. A squad can't be reassigned to another platoon HQ. If its HQ is out of contact (or out of commission), your only hope is to have a Division HQ. A leaderless squad will automatically fall under the leadership of a Division HQ, if within command range. As for weapon squads, they are under the command of the nearest HQ (assuming again the latter is within command range). Hope this helps.
  13. You can hide a dug in AT gun in the woods (which offers coverage), but not a Nashorn.... Makes a big difference IMHO
  14. Talking about flags: this reminds me that in the 1930s, a lot of countries had (oft-competing) claims to some of Antartica's territory (still the case in fact). The German Nazi government joined in the fun by having planes fly over Antartica and drop flags on it, thereby staking their claim... No small feat, but actually much easier than trying to establish and maintain a land base. It's not reported whether these flags engaged any foreign flags they might have encountered.
  15. I've been trying to do a search on this topic (which I'm sure was ocvered previously) for several days, but the "search" function seems to be down (can't reach the server that handles the questions). Anyway, here it is: why are the 20mm German flak gun so darn difficult to spot? I hear them, they hit my units, but unless I have a unit very close, it seems impossible to pinpoint their position.
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