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Holdit last won the day on May 15 2019

Holdit had the most liked content!

About Holdit

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    Senior Member

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    Wargaming (WW2 & Napoleonic), Aviation & Flight Simulation, Chess.


  • Location
    Wicklow, Ireland
  • Interests
    Napoleonic & WW2 wargaming, chess photography
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  1. ASL for me. It fills in the gaps left by CM. There are scenarios and releases now that cover from the Sino-Japanese war to the Korean war, and everything and every theatre and nationality in between and a lot of stuff that isn't in CM e.g. paradrops, beach landings, gliders, climbing, sewer movement, basements for tanks to fall into... Sure, you have to do the engine work yourself and there a few other drawbacks e.g. no sexy 3D and the FOW isn't as well-done, and you can't replicate weal-world tactics in the same way as you can with CM but in my opinion it's worth it. The modules can be h
  2. I love the KSP tagline: "Failure is always an option..."
  3. I can't see why they couldn't knock all that out over a long weekend... (I'd push the PTO higher up the list, but that's just me.)
  4. Some posters seem to be assuming a false dichotomy when it comes to modding: that either new material comes direct from the developers only or else it's the wild west. What I'd like to see is something more along the Linux model, where people can make/suggest changes, but only one authority can authorise their release into the game, and this would only refer to the more data-driven mods i.e. new theatres. The current system where visual and sound mods can vary according to the tastes of the player, would continue, because that doesn't affect anything important - for all you know, you opponent
  5. There's a difference, though, between the engine and the data - or maybe there isn't with CM, but in theory at least, giving someone the ability to add data e.g. weight, speed, calibre, ,muzzle velocity, rate of fire for a given vehicle, gun or small arm isn't the same as letting them muck about with how the engine crunches that data. That, of course, should be BF's and BF's alone to mess with. In addition, BF could act as gatekeeper for new additions, the data for much of which is already known, so they could do things like make sure nobody is trying to sneak a 90mm gun onto a Matilda.
  6. Or just look at the Linux community.
  7. I'd like to see something like this...one engine, just one, that will support all of the terrain, all of the building types, all of the weapons, for ETO, PTO (there's a lot more to it than beach assaults) and North Africa, with a limited selection of content for each. One engine to buy, one engine to patch. Because of the vastly-increased potential scope, out of the box, the game might contain a limited sample of unit types and vehicles across all theatres, just to get things going. A bit like the original Squad Leader, which only provided MKIV's,, Shermans and T-34/76's, one personnel carri
  8. Not long, I suspect. But I was thinking more in terms of ease of management of versions, patching and map reusability.
  9. One engine. All theatres and conflicts from 1930 onwards. Specific conflict packages contracted out/licensed to other creators where BF isn't interested or is too stretched already, but BF retains full control of the engine. Also an editor supporting copy-and-paste-able, rotatable, exportable and generally reusable maps and map segments.
  10. Copy-able, re-usable, rotatable maps and map segments.
  11. As a result of the Ad Hoc at Chef du Pont experience, and for other reasons, I've rediscovered ASL. ASL does live on, independently of CM.
  12. Has anybody tried this since the patch was released? I just noticed about the patch, so I'll take the scenario for a test drive myself some time this week.
  13. Glad to hear it - thanks for the feedback.
  14. In my scenario the German friendly direction is SE. I'm not sure what I could change it to that might help, though, since they might have enemy troops in any and multiple directions.
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