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zgrose

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    El Cerrito, CA, USA
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    Fencing (epee), gaming.
  • Occupation
    Software Developer

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  1. IMHO, the problem is not the LOS tool. The problem is the inability to describe the intent of your orders to the unit that is going to carry them out. For example, say you have a platoon of infantry behind a bulding and you want to order them to move to the corner so that they can fire on an enemy position. Or perhaps you have a tank that you want to move up a crest to give cover to an advance. Just where do you place the Move/Hunt/Fast/Crawl/etc order? This is why some people have asked for the Reverse LOS tool where you can plot LOS from the point you would like to observe. This would definitely be a "gamey" tool. I would suggest that the solution to this problem is a Move to Target command. In short, you would order a unit to move (at whatever speed) in a certain direction until they have "spotted" the area that you designate. In real world terms, "Move your men west until you can see the MG squad in the trees." or "Move that tank along this road until you can see the top of that hill to the west of the town." Since the ability to spot the target is controlled by the AI following the standard spotting rules, I believe you would actually have a more realistic result without all of the frustrations of having misplaced the move marker 2m short of the appropriate location (and thus wasting 60 seconds). Given the limitations of the graphics engine (such as the ability to draw LOS through buildings and other blocking terrain), a Move to Target type order provides the AI with extra information it needs to come to the conclusion that the RL soldier would. And yes, I understand that there are some new move to hull down type orders coming in CM2. All I suggest is that same level of intelligence be given to all units in the game.
  2. Does the Hide order have the same effect of making the unit hold its fire like it does for an infantry unit? I have a tank sitting in ambush on the blind side of a curve in the road and would like for it to go "silent" to maximize my chance of getting the first shot off, but I don't want it to try and "hide" from any tanks that appear. Suggestions?
  3. I figured I needed to wiggle my waypoints a little better. Fortunately I scored a Major Allied Victory anyway.
  4. Search keeps timing out on me so I'll post: Is one supposed to be able to move along a road that passes under a bridge? For an example see the All or Nothing scenario. I couldn't seem to get my Churchills to move under the bridge although I only tried once or twice. -z
  5. I could be wrong but it looks like losses are taken into account for victory points. I have been playing a couple 300 pt QB attacks and in one of them the germans had 1 75mm Inf gun and 1 AT team. Needless to say I captured all the flags and killed or routed all the germans. I lost 2 vehicles and a few mortars in the process. Even though I had achieved 100% percent victory in terms of objectives, my score was not 100%. I think it was closer to 70%. Perhaps there are other factors at work that I am not aware of, but the score did seem to reflect the fact that I should have creamed ther germans with minor losses but in fact got my nose bloodied. There is, of course, always coincidence.
  6. Is there a link to check out the current PC version? I have a decent amount of VB experience (I program for multi-dimensional databases in VB) but not much REALBasic experience. If no one with more experience steps up I'd be willing to give it a crack.
  7. Situation: Tired and/or weary troops are in woods. I want to get them -> ready as fast as possible to continue their advance. I have them on Hide to keep the Allies from sending them to a permanent rest. Is that going to impact my time to readiness?
  8. Whereas it does seem a little lacking that CM only takes into account the presence/number of troops in the vicinity of the flag versus the lethality of said troops (unarmed mortar v. rifle squad in example above), I believe Lt Bull has a very valid point. If *unarmed* troops can get so close to the flag as to cause it to switch control, you really don't have much of a claim to say you control the region. As to the "world magically ending" point, I also agree that games should have a variable end point +/- a couple turns from stated. It reminds both sides to be decisive and deliberate rather than "play the clock".
  9. Great stuff. I like the gravel idea. Thanks all.
  10. Well, did a search just now and found nothing but a reference to mines in pavement in one of the scenarios. Here is a second, slightly related question just for my curiosity's sake: Is there such as thing as a trip-wire AT mine in the current or WW2 arsenal? Drive along, run over/push wire, shaped explosives from the sides. No idea if it would even work (maybe against HTs?), just wondering if such a thing exists. Lemme rephrase the thought this way: How do you ambush tanks on roads without people laying an ambush? [This message has been edited by zgrose (edited 12-20-2000).]
  11. <BLOCKQUOTE>quote:</font><HR>Daisy-chain anti-tank mines work perfectly fine on paved roads.<HR></BLOCKQUOTE> I agree. I am only referring to "standard" AT mines.
  12. That is what I was guessing (hard to place in pavement). I wonder if pavement can equal cobblestones? You could certainly remove stones, dig a little hole, and replace the stones. If this is the reason, it is good to know that there can mine-free locations on the map. My TCs have enough to worry about.
  13. Are there rules against placing AT mines on road/pavement? Just looked in the manual at page 91 and could not find any info. This is what happened: During setup of a QB (town, gentle slopes, medium size), I wanted to place my AT mine on the road since the weather was rainy and I knew that my brother would probably stick his heavier equipment on the roads. When I went to "Place" the mine, the bar remained red while over road/pavement. I know I've placed an AT mine on a road before (unpaved perhaps?) 2 QBs ago. So my question is simple, are there rules for mine placement? If so, where? Thanks in advance.
  14. If it helps people find each other, there is a service called network54 that allows you to create JavaScript based chat rooms for free. You don't need to register or anything to use it. I haven't tested compatibility with Mac browsers. It took about 15 seconds to setup, so if anyone wants to use it to find opponents, give it a try. If it works well, the page (or one like it) could be incorporated into the battlefront.com site. http://network54.com/Hide/Chat/46800
  15. <BLOCKQUOTE>quote:</font><HR>Just an aside, if you're playing the Germans and facing direct fire from VT artillery give up on those infantry and hope that your opponent uses all his arty on them. If any survive (which is unlikely) it's a plus.<HR></BLOCKQUOTE> VT stands for?
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