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kford

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Posts posted by kford

  1. Originally posted by Gyrene:

    Considering I've already paid for my 2 copies of the CM games that I paid full price for online I think you can take a chill pill and relax.

    Gyrene[/QB]

    So as long as you have purchased some games at full price from BTS, you can cheat them out of some of their profits on subsequent purchases of their games? You know from BTS representatives on this thread CDV was not supposed to distribute to CompUSA. I mean that isn't even a question in this. :rolleyes:

    Thanks,

    Kevin

  2. Originally posted by tone:

    Does your (or any known) meta campaign use computer programs to digest a saved-game snapshot of a completed scenario, update the operational status, and then generate the scenario files for the next operational turn?

    I can't imagine a campaign really working without automation... the GM's will snap and the players would have unbearable accounting. But I'd like to know .. what have the various MC's shown in the way of structured, easy scenario setup that suggests a larger struggle than the individual actions resolved in CM??

    tone

    What really needs to be done is an API added to suck unit information out of saved games. Of course so this would not be abused a group of developers would have to release an API that requires both sides passwords be entered. A utility that would allow us to do this and better yet insert forces into an existing saved game (if a commander executes a contingency order to send in reinforcements that we were not sure would happen when the battle began) would make things much easier on us.

    We've never really brought it up to the BTS folks but we would have to get some developers together to do this pro bono under an NDA (they don't want their saved game format to be released, and with good reason). We have a lot of good developers in the CMMC community, but like I said we would have to get BTS's buy in and support before we could even consider working on such a thing.

    Did I mention how much time it would save us though... smile.gif

    Thanks,

    GM Kevin

  3. Originally posted by Eden Smallwood:

    I've already mailed the webmaster with an html tip on that subject; perhaps we'll be able to read it soon. Here's his reply:

    Sorry it took me a few days but this is done. There is a background image but it is rather large and if you have a slow connection then it takes forever to download the image and the site was unreadable. The site now has a default background color of black so you can red the site for those of you whose connections make a 180k background picture not an option.

    Thanks,

    GM Kevin

  4. I have been working on a similar scenario involving the Canadian Algonquin Regiment, 10th Bde, 4th Canadian AD, 16 September 1944. I was in Belgium last fall and had the story of the battle related to me by one of Brenda's relatives. The fights across the canals were really nasty and seeing the one involved in this battle, I can believe it. The canals near Moerkerke are actually two parallel canals that are about 15 meters across with a 10 meter strip of land in the center. Of course the Germans had destroyed all the bridges and flooded the canals. It also had rained heavily making these things tough as heck to cross even without an entrenched enemy on the other side.

    Man that has to have been tough. I'm still working on the balance in the scenario. The battle I've mocked out is a Canadian battalion vs. a reinforced German company. Its been hard to play test against the computer because it is just too stupid to put forth any kind of intelligent attack (come on, lay down the arty, suppressive fire, then cross, no you just want to send two squads at a time while the rest of your force mills about...grrrr).

    Thanks,

    Kevin

  5. ADAMan,

    You're thinking of the Chorwon Valley in the "iron triangle". It practically runs straight to Seoul. The US 2nd I.D. pretty much has been sitting on it since the armistice. That is some good picture taking country though...

    Thanks,

    Kevin

    Originally posted by ADAman:

    The mountains to the east are certainly like that but there is a corridor down the west where tanks can certainly go. I was stationed there for 13 months in the early 70's so I can't compare it with the early 50's other than to say they probably didn't move a lot of mountains between the two dates.

  6. Excellent, that is exactly what I was looking for! I know that some of the super history buffs would know the answer. I'll let everyone know when the scenario is done and ready for testing. The only problem that I still have is that the scenario is based from current maps of the area. I assume that some of the buildings are different but the canals (most germane to the battle) will still be the same.

    Thanks,

    Kevin

  7. I am making a scenario based on a story related to me by Brenda's (the other half) uncle living in Belgium. It involved a battle near the town of Moerkerke across the Leopold and Afleidings canals. This would have been in September of 1944 between Ghent and Brugge near the towns of Moerkerke and Damme. He related the Canadian unit in the action as the Algonquin Regiment, something I have confirmed. What I haven't been able to get is the id of the German unit operating in the area. Maurice (Brenda's Uncle) didn't know and I was hoping some of you might know.

    Thanks in advance,

    Kevin

  8. I primarily favor the German units and never could understand the whole flame war thing over tungsten rounds. I play for historical accuracy and anything that BTS can do to achieve that, I'm for.

    The fact of the matter is that while the German armor might have been better than allied on average, it was not unstoppable. If you do stupid things with your units, you will loose them, period. Play your strengths and you will do well. That is what I think a lot of the consternation is really about. Many of the players who have been using German equipment have been doing in to compensate for bad tactics. Now that the tanks are reduced in effectiveness to a more historically accurate level…

    As far as the reducing the Jumbo's effectiveness, I would rather have had that left as historically accurate as possible. This was really only a problem where people were not picking historically accurate unit mixes. If two players want to have historically accurate unit mixes, then they can make an agreement. I don't want to open a can of worms (sounds like plenty have been opened on this already). All I'm saying is that I like historical accuracy, the more the better.

    What might be a really cool feature (look how easily I like to spend BTS's money) is if you had an option in quick battle that would pick historically accurate unit mixes for both sides for a particular time period.

    Ok, I'm just rambling now.

    Just remember, accuracy is king.

    Thanks,

    Kevin

  9. Kubelwagons do not suck. They are great scout cars and can get over all kinds of terrain. Now if you are using them against tanks, well you get what you get. I just wish I had one instead of my 1974 VW Thing (descendant of the kubelwagon). Not that I mind my "modern" 181, I would rather own an original Type 82 Kubelwagoen, 36 HP and all.

    Thanks,

    Kevin

    "Anywhere a camel can go, a Kubelwagen can follow"

    -Erwin Rommel

    <BLOCKQUOTE>quote:</font><HR>Originally posted by IntelWeenie:

    Well, I hate to bring more fuel to the fire, but I must say that everyone here is ignoring the 2nd most useless vehicle in the game (1st being the Kubelwagen wink.gif ).

    The Archer. redface.gif

    <HR></BLOCKQUOTE>

  10. Since I'm mentioned in the first post of this thread, I'll weigh in. I totally agree with Henrik. Most SL/ASL people will love CM. There are a few out there who want to have complete control and still will prefer ASL/SL. After all, CM is abstracted and they loose some of their ability to predict the outcome of every move. I prefer the CM style, it make it feel more like real combat instead of a bunch of tables.

    Thanks,

    Kevin

  11. You said:

    <BLOCKQUOTE>quote:</font><HR>Originally posted by Malmvig:

    kford wrote:

    kford - could it be that many in the CM society is originally ASL players? Is it a fact that CM was meant to be a PC version of ASL? and is it a fact that when Avalon Hill was purchased by Hasbro - BTS was formed?

    Still learning

    Henrik Malmvig

    <HR></BLOCKQUOTE>

    I say:

    I would guess that would be true. If you loved Squad Leader, you will probably love CM. I clearly remember CM originally being a computerized version of Squad Leader. There was even a link on the Avalon Hill site to it as I recall, though the game was being made through a license agreement (not by Avalon Hill). I believe that Big Time discusses this in their CM FAQ, but I do remember seeing it at least two years ago and salivating over the description. Many of the screen shots were very similar to the final game (of course that was a while ago and my memory could be faulty, but I do remember the ‘three man squads.’)

    Thanks,

    Kevin

  12. You said:

    <BLOCKQUOTE>quote:</font><HR>Originally posted by rdarnese:

    Well within reason guys. Game programmers, by industry standard, are the POOREST paid programmers out there. A friend of mine could be making 2 to 3 times what he makes if he took a job offer he recieved from Microsoft for a much lower level job that he has at a game company as one of the lead programmers on a project.

    <HR></BLOCKQUOTE>

    I Say:

    Yea, but he gets to make games though. I build business systems. You tell me which one is more likely to be funner. Sometimes you pay (in the form of lower wages) to have a fun job because, all things being equal, it is in high demand.

    Thanks,

    Kevin

  13. OK, I still haven’t received the full version of the game yet, but correct me if I'm wrong. On the PBEM version of the game you get the turn, view the results, send it to the next player to view theirs, then back to enter your orders then to them to enter theirs????

    Ok, I don't know how many of you have ever player Stars! but that has a much better system that they should consider for CM2. Basically each player downloads a file that shows his results. He then does his turn and submits a file with his orders. This allows a few things:

    1. Both players can do their turn simultaneously.

    2. Conceivably web servers can be set up that detect when both turns have been submitted to it, generate the next turn and send the new files to the players.

    This is a much easier and quicker way to do turns with simultaneous turn generation in a PBEM game. CM team, please take note!

    Thanks,

    Kevin

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