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deanco

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Everything posted by deanco

  1. That list of mods is a fantastic resource! It's in my favorites already. Check it out folks, I think you'll be suitably blown away. Heck of a job, Chris! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  2. For the control area mod, the link is below. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  3. Exit for points: why is the default position 'enabled'? Seems to me it should be 'disabled'. Say like the mission is to get the convoy off the map. The trucks exit for points, everyone else does not. As it stands you have to laboriously change each member of the support army (much more numerous than 4 trucks) to 'does not exit for points'. And if you change the OOB in the middle of testing you have to remember to do that each time. Maybe I'm the only one who designs 'get the convoy off the map' scenarios too. But it seems backwards to me. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  4. Pvt. Ryan, Hehehehe. I was thinking of the XFL as I was making it. If someone wants to paint numbers on the sides and do some cool racing stripes and some mag wheels I won't object too much! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  5. Babra, OK, you caught me. You have exposed my ignorance. I admit publicly that I know absoletly nothing about NASCAR racing, except that they race on an oval track. And as such, I hereby renounce any claims to "historical realism" that I may have made, stated or implied in the making of this 'scenario'. Having said that, I am hard at work on a 1.2 update that corrects this problem, before the NASCAR fans find me and string me up by my thumbs. Next up: a GLADIATOR-style obstacle course where ammoless squads will have to run up and down hills, jump over stone walls, crawl through barbed wire, etc etc under a steady hail of well placed MG and mortar fire. Stay tuned. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  6. I'm keepin' an eye on this baby too. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  7. So far every time I've run it it's been a little bit different. I especially like it when the entire field gets wiped out just as they're getting going. But I've also had a lot of races where guys finished, and even some close, dramatic finishes! I experimented with putting mortars in too, but they were too ineffective. If the player wanted to Area Target them it would add to the 'gameplay', I guess. Same with 'arming' the competitors (I tried putting HT's etc). More bullets fired, sure, but nobody finishes. So finally I just left it simple. Doing the roadrace course: Nope. Too much work for a negligible gain in the Laugh Factor. I'm starting to sound like BTS here. Thanks to the original poster of 'It's a great day for Motor Car Racing' for the phrase which inspired me to whip this out while it was still funny to me. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  8. aaronb, Yeah yeah, the roadrace version. Well, fortunately for you guys, I don't have THAT much time on my hands! Not to say I didn't consider it though! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  9. russellmz, I wanted to do that, but I figured framerate would suffer... I would want 100's of guys in the infield watching!! Also, I wanted to get it out quick before the inspiration became stale! Tell you what, I will release the source code to you and you can do what you want with it, OK?? ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time [This message has been edited by deanco (edited 02-04-2001).]
  10. This is the last one, I promise! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  11. Thanks for the tip, russellmz. I figgered it had something to do with the spaces. Here goes nothin... DeanCo--
  12. I have been laughing for 2 days straight. Keep reloading the demo, you will see a different outcome every time. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  13. Well, I can't believe this didn't stir up something! Nobody yelled at me for using all caps! Nobody called it a black day for wargaming! What's worse, nobody laughed! I'm giving y'all another chance. I've done a Demo (save game) now, and all you have to do is load it up and keep hitting GO. And to ice the deal I'm gonna try to post a couple screenies. (edit) Can't get the screens to work... maybe it's just as well, don't wanna shock anybody... ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time [This message has been edited by deanco (edited 02-04-2001).] [This message has been edited by deanco (edited 02-04-2001).] [This message has been edited by deanco (edited 02-04-2001).]
  14. Playbalance reasons. I got tired of seeing the Jeeps run away with it. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  15. SUNDAY! SUNDAY! SUNDAY! AT NASCAR CHAMPIONSHIP SPEEDWAY! THE LONG AWAITED JEEP VERSUS KUBELWAGEN SHOWDOWN! SEE THOSE KRAZY KUBELWAGENS KAREENING AROUND THE BENDS AT SPEEDS OF UP TO 55 MILES AN HOUR! IT'S CALLED MONSTER ARMYTRUCK MADNESS AND IT'S A CM 'SCENARIO'! AVAILABLE NOW, SO YOU TOO CAN RACE WITH THE PROS! CHECK OUT THE MEGA TOUGH ACTION SCREENS AT MY SITE! LINK UNDER MY NAME! BE THERE OR BE SQUAAAAARE! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  16. Great minds think alike. Check out my thread asking for the grid generator program. DeanCo--
  17. Thanks for the help, saru3000. Email is on it's way. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  18. A gentleman mentioned somewhere he had written a program which would put a custom grid on any terrain. I can't find the original topic as it was about something unrelated to grids I think. Does anyone have a link where I can download this utility, or can someone send it to me? Email is in my profile. Thanks. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  19. Stalingrad by Avalon Hill. After opening all the game boxes at Ed Schock's Toy and Hobby Shop, much to the dismay of Mr. Schock, it appeared that Stalingrad had the most charts and graphs, and the map didn't look too sucky. Runners up were Afrika Corps (not enough pieces and charts, but cool looking yellow and blue map) and D-Day (way complicated but terrible looking map). Even in those days graphics counted. Went home, played my little brother, and lost as the Russians. I didn't know you were supposed to keep your men in a line. PS: Keep this under your hats, it will ruin my reputation here. Thanks. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  20. Right on Chup! I remember when Red Alert was all the craze and the other companies were struggling to play catchup. First out of the box was Krush, Kill, and Destroy, a "blatant ripoff" of RA and a truly poor game. But afterwards Total Annihilation came out, which actually did 'push the envelope' of what could be possible in an RTS title. Y'all should be leaping with joy at this development, not pooh-poohing it. Imitation is the sincerest form of flattery. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  21. Although not scenario design related, I too would like to add my voice to those who would like to know some of the mathematical formula used in CM. Movement rates: How much faster is Run compared to Move? 300%? 200%? 169.2238%?? It's not in the book. And I would like to know for Crawl and Sneak too. I mean, I suppose I could just run a series of 400m races and compare the results, but can't we just know the exact number? Sometimes I want the HQ and 2 squads to come out of the treeline together when making an assault on a position, to maximize their morale during the assault. Sometimes calculating the amount of Pause and Move/Run orders needed to get this to happen becomes a real hit and miss proposition. I imagine the real life counterparts would have a bit less trouble than that, as the CO could just say, 'everybody break from the treeline together'. So that's why I would like to "micromanage" movement in these situations. Not to distract from Franko's request (I too would like to know this) but I felt this was along the same general lines of making more specific information about CM available to the general public. (edit) Along the same lines, I would like to know how much slower damp ground is to cross compared to dry, snow, etc. And what percentage of visibility is lost between day/dusk/night. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time [This message has been edited by deanco (edited 02-02-2001).]
  22. All right, y'all. Hopefully that does it for the GUNMETAL mod. And a good thing too, because I have been hired by Hasbro Interactive and am hard at work on the Hasbro version of CM! The morale states in this version are "Dissapointed" "Ticked Off" and "Not On Speaking Terms". And so far I have come up with "Militarily Challenged" for Conscript troops. But does anyone have any other ideas I can steal? Thanks in advance. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  23. Folks, I tried to get fancy, it didn't work. It *should* be working now, however. Sorry for the inconvience. Try again. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  24. If you use the GUNMETAL interface mod, this fix (1082.bmp) will get rid of the black hole around the ammo loadout when an armor unit is selected. With the fix installed it will now look like smooth metal everywhere no matter what unit is selected. I never have liked that black hole so I think it looks better this way. It's only 1 tiny file so I didn't bother zipping it up. Just swing on by the page and choose 'Save Target As...' and it's done. Full instructions are there on the page, it will only take a second (he said). Thanks to Robert Oleson for the heads up. Speaking of Robert, he sent me a mod he did for the GROG interface. If you use the GROG interface, you owe it to yourself to pop on by the site and check out what he's done. There is commentary and screens, as always chez moi, so you can try before you buy. Plus I cleaned up the site a little...not much though, the place is still a mess, but I'm too lazy. Link under my name. ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
  25. I love seeing my name in print. Of course, it's a little bit like watching the replay of the football match you went to, and saying to everyone, "Look! Look! That's me, the blob of blue in the 3rd row of the bleachers!" I also did an interview for the 3rd anniversary of TAMEC, the Total Annihilation map center, and that should be coming out soon as well. Anyway, highly cool! Thanks for the plug! ------------------ DeanCo-- CM interface mods: http://mapage.cybercable.fr/deanco/ so many games...so little time
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