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Fate

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Everything posted by Fate

  1. Punt Help me out here guys. Fate
  2. Anybody got the % of cover you get in the various terrains? Light building vs Heavy buidling, brush vs rubble, etc? Fate
  3. So I'm fighting a custom mirrored battle where both sides are trying to exit off the ends of the map. I come upon a couple gun emplacements. They, being kinda mobile, are supposed to exit. Is it worth more to me to bypass them or kill them? And on the defensive end, by the same token, if I have some units that won't make it to the other end, better to suicide charge them if it looks like I'm being bypassed, or hide and survive? If I understand the exit rules, it should be better to bypass the nme who can't exit as their points for not exiting are worth more to me than killing them. Fate
  4. Oops, I missed some stuff in that thread, namely this nifty dice server in which you can roll and have it automatically send results to you and your bud. http://www.irony.com/mailroll.html Fate
  5. I actually did search on it and found it mentioned in a few threads, but none answered my question. I'm not too concerned for how BTS does victory conditions in the future (I'm sure they will take our many ideas under consideration), but how to implement a variable length 2 person game right now for myself. Ideally for me, it would be something like in a 30 move game, on the 25th move, you have a 10% chance of it ending, 26th 20% etc. So on the 29th, there'd be a 50% chance of it ending. What I'd like to know is if anybody has any ideas on how to implement this? My only concept so far is after the player who was first to send a move starts the 27th move, they consult a web page with a quasi random number (last digit in the worth of some currency or predicted hi temp somewhere) . If it's the 27th move and the random is a "1", send off the pre-agreed web page info and a ceasefire, On the 28th, if the random is a 1 or 2, ceasefire. Etc. Fate
  6. The concept of having a variable number of game turns (which I'm sure CM2 will have) is an excellent concept for avoiding the proverbial flag rush. The question is how to do this in a 2 person game. Obviously you need the 2 people to agree on the number of variable moves, but how to implement it and where to get the randomization is beyond me. Suggestions? Fate
  7. If you have a third person who's interested in playing a 3 person blind round-robin on the same map, you can have each can play both axis and allies against each other. Lets call our players Larry, Curly and Moe. Create a map, set all parameters except units, save it as a scen and send it to everyone for perusal and unit selection. When people whine about the map, call them knuckleheads and tell them they can set the whole thing up next time. Player Larry sends his Axis selection to Moe and Ally to Curly. Player Moe sends his Axis selection to Curly and Ally to Larry. Player Curly sends his Axis selection to Larry and Ally to Moe. Player Larry populates the map with Curly Axis and Moe Ally, save it as tournament save, Axis 1st and sends the scen to Curly. Player Moe populates the map with Larry Axis and Curly Ally, save it as tournament save, Axis 1st and sends the scen to Larry. Player Curly populates the map with Moe Axis and Larry Ally, save it as tournament save, Axis 1st and sends the scen to Moe. So if everybody does their job right, nobody knows the units against them, and each has an Axis setup and an Ally setup on the same map. I've done this twice now, it works great and gives you a good perspective of what the advantages are terrain-wise for both sides. Whoop whoop whoop. Fate
  8. One of the nice things about usenet is the ability to filter out certain posters. "plonk" Luftwaffe Welcome to my virtual killfile. Time to lock this thread.
  9. To hone your interest a bit more, it may be the only game that computers have yet to master. At one point, there was a prize of a HUGE cash amount (not sure if it's still around) for a computer program that could beat a top ranking professional in a 3 game series. http://www.usgo.org/computer/index.html Another superb link for those interested: http://www.cwi.nl/~jansteen/go/index.html
  10. An interesting concept! I play the incredible Japanese (well, Oriental) game of Go. We sometimes do a version known as Zen Go, where there's three people and you switch sides every move. Altho your best laid plans can get wasted, it teaches you to be very objective, and is also useful for weaker players to see where the better player would place. If you've not heard of Go, it is a game of great visual, tactile and audial beauty. There are only three rules (rule 1. the board starts empty) and beginners can play almost imediately, even against stronger players because of a builtin handicap system. It takes seconds to learn but a lifetime or more to master. If chess is a battle, Go is a war. Possibly the oldest game still played in it's original form. To learn more: http://www.well.com/user/mmcadams/gointro.html
  11. Hehe, the following is from a person in my 3 person round robin, Stooge Kun Do, heehee. "Player Moe sends his Axis selection to Curly and Ally to Larry... N'yuk n'yuk n'yuk. So far so good; I've got setup moves off to both of you. So which one of us is Moe? I've always most readily identified with Larry, and I figure I got the finger-poking countermove down clean now. In fact, I once practised a martial art form called Stooge Kun Do. It's highly effective when you're attacked by overweight Jewish comedians. Or so I'm told."
  12. I posted a while ago asking how to do a 3 person round-robin (where DID that term come from?) where on the same map, 3 people play both axis and allies against each other. 109 Gustav was kind enough to offer to act as a 4th person and create a map and make 3 scens and populate them with our units picks, but there's a way three people can do it. Lets call our players Larry, Curly and Moe. Create a map, set all parameters except units, save it as a scen and send it to everyone for perusal and unit selection. When people whine about the map, call them knuckleheads and tell them they can set the whole thing up next time. Player Larry sends his Axis selection to Moe and Ally to Curly. Player Moe sends his Axis selection to Curly and Ally to Larry. Player Curly sends his Axis selection to Larry and Ally to Moe. Player Larry populates the map with Curly Axis and Moe Ally, save it as tournament save, Axis 1st and sends the scen to Curly. Player Moe populates the map with Larry Axis and Curly Ally, save it as tournament save, Axis 1st and sends the scen to Larry. Player Curly populates the map with Moe Axis and Larry Ally, save it as tournament save, Axis 1st and sends the scen to Moe. So if everybody does their job right, nobody knows the units against them, and each has an Axis setup and an Ally setup on the same map. Whoop whoop whoop. Fate
  13. Seems reasonable. So each guy picks their units for each side within the parameters given, emails to you, I send you map parameters, and you create 3 scenarios: Player A axis vs Player B Allied Player A allied vs Player C Axis Player B axis vs Player C Allied Sound like a great plan, thanks a lot! I will contact the guys involved and get it rolling.
  14. I've got a couple friends I do pbem with and I want to do a round robin sort of thing. To be precise, I want to create a quick battle, set up and pick my own units as both the allies and axis, and send both scens to the two players. One player gets the allied password, one gets the axis password. The guy that gets the axis password sends his axis moves to the other guy and the allied move back to me, and vice versa for the other guy. So we each are playing 2 scens, same battlefield and playing both axis and allied against different people. But I can't figure out how to do it, 'cause I want everyone to pick their own units yet use the same maps. There is no way (I think) to do this because you have to pick your troops immediately. If we just use the same parameters and each creates a QB, different maps. Anyway to save and send just the unit parameters and maps to people? Or some other way around it?
  15. Voodoo's are nice, but you'll need a 4 or 5. Support for the voodoo's are now over due to the sad demise of 3dfx. You will be stuck with the latest drivers. I have a voodoo3 which is ok but still has a few bugs and can't do really large battles. The voodoo 4/5 apparently work well with the latest drivers. I'm planning on getting an ATI Radeon pci, that's probably a good choice for you as well. I saw your post in WWIIOnline forums as well and the Radeon is probably a good card for that too. You should look into getting a faster cpu as well, they're getting cheaper and cheaper. Check www.dealmac.com for good price on all the above. Fate.
  16. Is there a way to make a 1.05 pbem move 1.1 compatible?
  17. I know this isn't really a CM tech support thing, but has anyone managed to download this? www.combathq.thegamersnet.com When I try to download thru netscape, it seems to hang at 100%, tried fetch, the same thing. This happens to another mac user as well. Got a pc friend to download it and mail it to me. The file size was reported ok in the mail message but the file couldn't be extracted. I think there be a problem with it. Any place else to get it from? I sent a note to madmatt at the site as well. Fate
  18. Tracers are there, just not as noticable as in 2d. Fate
  19. I found bumping up the memory allotted to the game helps with mouse jerkiness and sounds. Now running everything at 55000. 1024res, max smoke etc. Fate
  20. Ray, your email bounced. ----- Transcript of session follows ----- <baboon2@bellatlantic.net>... Deferred: Connection refused by mail2.bellatlantic.net. Warning: message still undelivered after 6 hours Will keep trying until message is 5 days old But now the good news, the latest rave driver you sent me works great! Buildings, walls, flags and tracers all ok. All ammo trails including flames look good and I love the way building blow up now. The white text "computer player thinking" is legible but has little white garbly dots around it. There is always a black rectangular area in the upper left hand corner, you can see snow falling thru it. The cursor disappears when put in the command area at the bottom (the arrows and go button) but only in the stock CM revs, works fine in the b24 CM rev. "Set available display" in 3dfxtools hangs the computer. 7500/newertech g3-300, 9.04, opengl 121, rom 12, 1.1.3 (22) drivers and 3dfxtools except for new alpha rave driver. Fate
  21. Whoohooo, wtg Ray. Maybe now I can return the PC voodoo5 I can't get to work (and that I got mainly to see CM in 3d and fsaa with). With both the b12 and b13 drivers and rom on a voodoo3, the main problem is structures disappear as you go up in viewing level. At about 2 levels above ground, unoccupied structures, walls and some other terrain objects disappear in the ground. Maps stick up higher but there's no way of telling where they are. The second serious problems is tracers not showing up. There are some other minor rendering weirdnesses, but if those two could be fixed, it would be a usable sim under voodoo3. 7500/newertech g3/300, 9.0.4, voodoo3 tested with both 12 and 13 drivers/roms. Now using b13 rom and drivers. Fate
  22. I have the lastest revs of the software (stock and beta). 7500/g3-300 9.04 So if I understand you, the operations don't show up under the list of scenarios? Aaaaah! A light comes on as I had never noticed there were two buttons beside the scrolling thing on the scenarios screen. One says "battle", the other says "operations". Doh! Thanks for your help.
  23. I just noticed when downloading a couple "Operations", that they don't show up when I go to choose a scenario. Even a stock Operation "A day in the cavalvery.cmc" (or something close to that) doen't show up. It doesn't appear to show anything that end in .cmc. Other mac users have this problem? Does CM use the file trailer or does it use the mac internal files types? If internal, do I have to diddle with the files types in resedit?
  24. Buildings are there, but only in lowest views. As you go upwards in views, the buildings disappear into the ground.
  25. Title says it all, with a Voodoo3, latest drivers, the buildings have all disappeared. Just me?
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