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Fate

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Everything posted by Fate

  1. Could you repost your email addy Treeburst, seem to have toasted it.
  2. John, go to applications (os 9), find Disk Copy, then just drag the cmbo cd icon onto it. Got your latest.
  3. Canada John, where our thanksgiving is a bit different as the natives made the 1st european vistors a little less welcome at L'Anse-aux-Meadows than down in the states. No move received from you. [ November 29, 2002, 11:37 PM: Message edited by: Fate ]
  4. Or if you happen to have a machine that doesn't have a floppy, pick up one of those cool liitle flash memory things you plug in a usb port.
  5. Well, if you can't mail to anyone, it sounds like either your ISP is screwed up, or your mail configuration is not quite right.
  6. No idea John, I'm getting mail fine on that account. Did it get typoed somehow? kirkcm@telus.net
  7. More info on your hardware/video card/resolutions is needed. Runs fine mine in 9.2.2, nvidia geforce3 1600x1024. OSX is not supported.
  8. Hey Treeburst, any news from John Kettler? You posted a while ago that he's unavailable for a bit, but never heard anything after that. Got 1 game finished and the other nearly, but John's are lagging far behind.
  9. Under Fascism and Capitalism, Man exploits Man. Under Communism, it's the other way round.
  10. Boris and I have completed Epron. A CENSORED victory to the valiant CENSORED. Boy, those CENSORED sure can do a lot of CENSORED CENSORED.
  11. Geez, run one of my guys over my own mine and I'm branded for life. It was a poorly marked minefield, what can I say.
  12. Oops, thot I posted that I wanted to be in this. That was a heck of a tourney and I thank you Treeburst. Hoping to be a bit better in Round II, and also jot a few notes for those ever important AAR's (which I always neglect to do). Fate kirkcm@telus.net
  13. Alexander Ewart (thumpre?) and I have 2 moves to go in Head for the Hills then I'm complete on all my games. My results will range from the tragic to the hilarious. Fate
  14. Finished St. Mere. One left to go against Thumpre. 24 out of 36 done.
  15. In looking at the cmbb screenies, with things poking out of the grass and wheat, I was thinking wouldn't it be a cool option to have a pbem/tcpip game with a force view level of 1? No choice, what you can see is what you get. Obviously, this wouldn't be too good for larger scens and yes, I'm aware of Franko's true combat rules thing. I lack the willpower to manually keep to those levels. You'd have to have some method of looking at the map during the game that did not show units. Perhaps just manually print out the setup screen. A little compass with each unit selected to show which way it's facing? Do tanks have a higher line of sight origin than troops? Now it gets real important to get that spotting unit up on the second floor of a building or on a hilltop overlooking the battle. Whadya think? A cool option to have?
  16. Thanks for the info and help offered guys. We're currently involved in a couple ops I'm not that wild about, so Switchback and Counterattack at Sarrecourt are good possibilities. McAuliffe, thanks for your offer on unit setup for Clervaux. We may take you up on that one as well. BTW, never did get an answer to the quyestion on how ops are scored. Just units or does territory come into effect?
  17. Just finished Fire on the Mountain, Head for the Hills about 2/3rds done, St. Mere 4 or 5 moves left. Fate (who took a lot of vacations recently)
  18. One other detail, it's meant for a pbem for a buddy and I who play quite a bit. So it's gotta be a good pbem. In ops, is the score measured just by kills? Or is the territory taken taken into effect? Fate
  19. Looking for a non-snow medium sized op with lots of back and forth action. By that I mean one side gains ground then reinforcements for the other side force them back and repeat. But in the end quite balanced. Combined arms. Any suggestions? Fate
  20. If you need a fill-in player, I am available. Fate kirkcm@telus.net
  21. I found i had the odd freezeup with tons of mods. I did a re-install at one point and have ended up with just two mods, the gridded grass/terrain, and the British bagpipe charge sound. Ever since then, no lockups whatsoever. Fate
  22. You probably don't need to hear this, but it works great on my TiBook. Copied the cd using disk copy and I don't even need the power sucking cd in. Great for those long flights (except for the woman next to you who's not that impressed when you shout out, "Yes! Killed that ****ing Panzer!" out of the blue.) Fate
  23. If arty hits off map but close to units, does it harm them? I suppose I could test this, but i'm too lazy.
  24. Ok, a bud and I need a third party to set up 2 double-blind tourney-save scens. Your mission (should you decide to accept it) would be to verify unit setup (not too hard, we're playing by full gamey rules) but with specific limits in certain zones. Then stick the units in the zones and send us the scens. If you're interested, mail me at kirkcm@telus.net. We have the map already. From my bud: "Capture the Flag" Context: The attacker (each of us, this is mirrored, eh?) has a crazy bastard as our commander. He really wants to retire a general so he figures that this one attack might make him notice to the powers that be. Map: Large deep map in which the defender (Axis) can try a 'defense in depth' to protect the flag. Attacker's objective: Capture the Flag. Duh. If the attacker captures the flag and holds it at the end of the game, or undisputed for 5 turns, he wins. Defender wins by preventing the Attacker from achieving his goal. Tie? On the event of a tie, whoever has the higher number as generated by the computer for the allied player wins. Special rules: Westergaardian Gamey rules apply. i.e. no force selection limitations in any manner except for the following. a) The defender can deploy only in the zones marked. Only certain types of units can be deployed in each and totalling only a certain amount. So from the region of the flag on the far right. Defender can place 2000 points of any type. Middle zone defender can place 600 points of Any type of infantry or support weapon (HMG, towed gun, mortar, etc.)and Mg bunkers. The front zone may contain only up to 400 points of units consisting of infantry, panzerschreck. The defender will additionally get 300 points of mines, wire, or TRP's to place anywhere from the first zone to the back of the map. Total points for defender 3000 in units, and 300 in fortifications (non bunker). The selections for the defender are picked in one big mess. We know the prices for all items, so we can be quite accurate. btw, once the game starts, all units can be moved around at will. The defender may not place any TRP's in the Attackers set-up zone. c) The defender may not fire any arty into the attacker's set-up zone for the first 15 turns of game play. d) The attacker will get 5000 points to be spent on any unit. e) No individual unit modifications allowed. i.e. you pick a company, you can't request our ref to modify the weapons/morale/etc. of any sub unit. i.e. what you buy is what you get.
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