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dNorwood

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Everything posted by dNorwood

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Hoopenfaust2: Thank you gentlemen <HR></BLOCKQUOTE> No problem. No problem. Also, check Third Reich for German forces.
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by Hoopenfaust2: Does anyone know where I can find stats on breakdown of divisions, companies, platoons etc.... (how many men per) <HR></BLOCKQUOTE> Look at: US WWII org.
  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by joeski: This is best WWII game ever! And you will have it on your hard drive for years to come. <HR></BLOCKQUOTE> Hard drive nuthin! I haven't even taken the CD out!
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jasper: I'll share the results that I've found so far. The focus is on US equipment, and I'll indicate 'keywords' to other countries (should anyone else on the planet be interested in this crap). <HR></BLOCKQUOTE> Now this, my friends, is the kind of post we need MORE of (that and maybe the hamster stuff....)
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Maximus: I think the percentages *are* cumulative. Although I may be mistaken. <HR></BLOCKQUOTE> Manual p. 132 - "Example: A unit is set for "first possible arrival" of turn 4, with a "chance" of 30%. ..[etc]...It has a 30% chance to arrive on turn 4. If it does not arrive on turn 4, then it has a 30% chance to arrive on turn 5..[etc].." So, a 2% chance (per turn) of reinforcement has a 40% chance of arriving before turn 25 (and obviously a 60% chance of arriving thereafter). The multiple types of reinforcment make the problem more complex - my gut tells me that you get a 50/50 chance of reinforcement before turn 25. [This message has been edited by dNorwood (edited 12-27-2000).]
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Phoenix: Man, can you get anymore negative? <HR></BLOCKQUOTE> Yeah - there you go with the negative waves. Have a little faith, baby!
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: So HQs have the effect of getting a unit to perform when it would otherwise be hiding or panicking. Steve<HR></BLOCKQUOTE> The "crew" was mentioned several times as being OK! (in a context in which it seemed clear that the exclamation point wasn't punctuation). Doesn't this mean they are ... how can I put this ... nervous? And not anxious to call attention to themselves - by, for example, shooting at somebody?
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by saru3000: I'm working on some face mods and have noticed the pale pink hands don't match too well.Does anyone know if these can be changed or is this not possible? <HR></BLOCKQUOTE> I think it must be possible, because one of Fernando's mods has them wearing mittens.
  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by mPisi: and the system suddenly has limit+1 units to deal with...<HR></BLOCKQUOTE> Does it? I think it now has "unit" + "terrain" to worry about - not sure if this would still cause a problem, but at least "things that can shoot and be shot" is the same.
  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by Bruno Weiss: Anyone else getting this? Anyone find a way around it? <HR></BLOCKQUOTE> I have found the best way to fine tune a position in a building (or anywhere else for that matter) is to get a "purt near" position in view 2-3-4 (whichever) and then fine tune the position in view 5. I get exactly the kind of "switching" you describe, and this works for me. (I never ahd any idea it had to do with the resolution of the graphics!?)
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by The Commissar: BTW - Unfortunately, no update for tonight. <HR></BLOCKQUOTE> Just don't forget the thread - a lot of us who have nothing to offer are learning a lot from your and the Duke's conversations ... and the other guys too..... <BLOCKQUOTE>quote:</font><HR> I love you guys *sniff*! <HR></BLOCKQUOTE> Fine, but you can't have our Bud Lights...
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by Joeri: Did not additionally report the mine issue. Joeri<HR></BLOCKQUOTE> For what it's worth, I can confirm the minefield thing as well.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by pritzl: Nope, this is definately a bug! I don't know about bogging,<HR></BLOCKQUOTE> Well, I just did the same for the bogging - not as extensive as Joeri's original, just a YES/NO test. 10 Jumbo's in deep mud, open ground, fast move. All bogged (most several times) and were ultimately immobilized by the end of 19 minutes . The shortest distance to immobilization was 65 m from start, the longest, 660 m. (OK, just to prove I'm a scientist - MeanDistanceToImmobilization = 286+-208 m) Same test in REVERSE - no bogging for 20 minutes. <BLOCKQUOTE>quote:</font><HR>Nice find Joeri. Did you report it to BTS?<HR></BLOCKQUOTE> Ditto.
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by curih: Yellow is used to show units that are targeting the selected unit, while the red one shows the selected unit's target. I think the area fire target line is a little more on the orange side.<HR></BLOCKQUOTE> And just for completelness, if two units are targetting each other, the line is red and about twice as wide.
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mord: Basically cycling through the command will let you see what options you have as far as targets go. Not using any your soldier/tank will target whatever it feels is the strongest threat. Mord<HR></BLOCKQUOTE> I use it this way all the time - even for units that I DON'T want firing (like hidden or ambushing units) just to make sure I have noted everything they can see. It's more of a tool for me than an actual targetting order.
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by gbaker59: Thanks I'll check it out. I'm sure I've always canceled movement commands with the backspace key. Wonder if it has to do with command delays. <HR></BLOCKQUOTE> Generally, there are two ways to deal with Gustav's scenario - a halt, which deletes the entire movement, or variation of the existing orders (moving the waypoints and/or deleting them from the end). The disadvantage of a complete halt is that in order to them move, you suffer a command delay. Obviously, you have to weigh this against the advisability of continuing on your present path.
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mord: There I solved the Gamey part!! Well it sounded good to me.... Mord<HR></BLOCKQUOTE> To be honest, I don't think it's as clearly gamey as it may seem (but note that I feel strongly both ways about this). I mean, it seems just as reasonable as the fact that engineers can lug pounds and pounds of explosives around that really amount to nothing more than a BIG grenade. (And I'm not starting that rant here - I just feel that turnabout is fair play!) Incidentally, I did some tests (for PURELY academic reasons) after I noticed this (by accident) and I never saw a squad reunite in the other building. I presume there is a dominant team and the squad rejoins in that teams location. Or not. But the gist is that at least half the squad has to brave the street! [This message has been edited by dNorwood (edited 12-01-2000).]
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by wwb_99: My Grandfather went through Bavaria before ending up in Austria during the war. He did not do much fighting, as he was in the Corps level signal battalion. I am blanking on which corps, but I will talk to him tonight to find out. WWB<HR></BLOCKQUOTE> Great! I truly appreciate your (and everybody elses) efforts. Wilhammer: Is that the Castle Itter in Austria? I'm not sure I'll be able to wander that far afield. I know it sounds stupid to go 8000 miles, but not another hundred, but this is really a family visit - I will be in the Wurzburg area (specifically, Rudenhausen - near Kitzingen). But I appreciate the info.
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by MikeT: Next time you get infantry in a close battle take a good look, you should see grenades being thrown at each side. MikeT <HR></BLOCKQUOTE> Get some engineers in a close firefight and see what they throw!!
  20. I will be travelling to northern Bavaria in mid-December and may have time for some sight-seeing (this is mostly a "hangin' out with the family" thing, though), so I was wondering what there might be to see along the WWII battle lines. My information is that the 12th Armored division, along with Combat Command B of XXI Corps of the 7th Army was active in that area, and that Wurzburg was one of the places that the Germans (pointlessly, it seems) stopped to fight for a while. Any guides to more info about these units' activities in this area would also be nice. Finally, (and obviously) I really don't know ANYTHING about the German units that were in this area, so pointers there would be appreciated. Rudenhausen, here I come!!
  21. Stuck in building and need to get into an adjacent one? Afraid to run out into the street 'cause you know the bad guys are there? No problem!! Scotty? Beam me over there! If you squeeze a squad just as close as you can to the wall, and then split into teams, ocassionally one of the teams will be in the other building. If you leave them in place, they reunite in the original building. I guess we have to decide if this is gamey....
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by Lord General MB: I made myself one, but of course it was not to the wondrefull quality of a Tiger mod or Ferdanado (some one eslse who vanished)??? <HR></BLOCKQUOTE> Fernando hasn't vanished - I've seen some previews of some SdKfz-251's he's working on - trust me, you'll be happy!! (Ordinarily, I'd be afraid that he would kill me for spilling the beans, but we're playing Vossenack - he'll kill me anyway!!!)
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by Epée: Jess, another word of advice: Go for PBEM battles - they are much more fun than playing the computer, and you will also learn much more that way. Epée<HR></BLOCKQUOTE> Couldn't agree more. When I started CM I had decided to play QB's against the computer until I got "good" at it. The problem is that the AI is a very erratic opponent - one game you'll get trounced and learn a lot, the next game you'll win hands down as the AI makes boneheaded play after boneheaded play. Humans are better opponents. I also have to disagree with Move It or Lose It as a choice here. It's a terrific scenario (it's be Wild Bill - but I guess that's redundant ) but Jess specifically asked about less complex scenarios. Move IT ro Lose it is not what I would call un-complex (even if that were a word). That said, I would encourage Jess to give a shot to the more complex scenarios - they take longer, but they are definitely a lot more fun. In short, no baby steps. Jump in!!
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by KMan: Enjoy<HR></BLOCKQUOTE> Haven't tried it yet (will soonest) but I just wanted to say kudos for playing by timestamp instead of some predetermined naming convention (and of course, kudos for the effort at all!).
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by *Captain Foobar*: Fatigue : crawl = bad spotting : run = ok, but not good ..<HR></BLOCKQUOTE> Agreed on both counts. Especially the spotting thing - try using the LOS tool on a FAST moving unit. no matter how far they can see, they don't LOOK anywhere but dead ahead.
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