Jump to content

Biff

Members
  • Posts

    71
  • Joined

  • Last visited

    Never

Everything posted by Biff

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Lee: I would also like to voice my strong support for longer time limit options. If I'm in a large battle with an opponent, it can easily take me 10 minutes to just watch all the different fire fights that are going on all over the battlefield, so I know what is going on. I would like to see either a timer where the players can pick whatever time limit they want (0-99) or at least a lot more options than were listed above. 15, 20, 25, and 30 minute options at least, it can be left to the players' judgement to pick the time that best suits the current battle and their individual tastes. <HR></BLOCKQUOTE> I vote for a user configurable time limit as suggested above.
  2. Okay, copying the ambient .wav files to my hard-drive cured my CD spin problem. FYI, the file names are in the 5000-5010 range.
  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Biff: One last point about the CD spinning. It seems to spin if Sound+Ambient is On. If I turn the Sound off or have just Sound On, the CD stops spinning while I am in the battle screen.<HR></BLOCKQUOTE> Okay, after thinking about this more I've noticed that I don't have the ambient .wav files on my hard-drive Wav directory so this is probably why the CD spins relentlesly with ambient sound on. I'll copy those ambient files from the CD to my hard-drive and see if that helps (I bet it will). I still would like to see point #1 (in my original post) fixed. #2 is less important to me but I think it would be a nice refinement.
  4. One last point about the CD spinning. It seems to spin if Sound+Ambient is On. If I turn the Sound off or have just Sound On, the CD stops spinning while I am in the battle screen.
  5. BTW, I am running CM on Win98/Dell XPS R400 with a Toshiba DVD drive.
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Madmatt: I am not sure about #1 but for #2 it is not coded to do so. Do you have your CD rom drive set to never spin-down for performance? I know of several tweaks that keep the CD's spinning as it increases performance in games that need to cache data off the CD but CM doesn't actually require the CD in the drive once the game has begun. Are you certain that you are not mistakeningly running the game from the CD instead of the install directory? You might want to check that, others have made the same mistake and not known it. Madmatt<HR></BLOCKQUOTE> I am running version 1.05 which is only on my harddrive. My DVD/CD-ROM drive is not set to continueously spin. Other programs like Street Atlas which access the CD for map data do not spin the entire time when running (only when accessing non-cached data). CM is unique in this regard on my system. I have noticed that when CM is on the Main screen with the Play Game button, the CD stops spinning but if I am in the sceen which shows the battlefield, then the CD spins continueously. As to the file browser issue, try loading a PBEM game and notice that the game opens a file browser window that lists all the pbem files and allows you to get a detailed listing, etc... Now try saving a PBEM game; a different style input shows up which doesn't allow you to see the other files.
  7. I enjoy the game quite a bit but there are a few minor things I would like to see fixed in the current version of CM. 1. Please use the same file browser window for both saving and opening game/PBEM files. The current interface is inconsistent and annoying. 2. User customizable keyboard command mapping. 3. Why does the CD drive have to spin the entire time I am plotting moves?
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by 109 Gustav: Actually, it can be a problem. One time, I had a zook hiding 80 yards from a panther, with a clump of trees halfway between. I moved him to the trees, hoping he would get to the cover, and then shoot. Instead, he shoots while he's moving out in the open, missing. The panther and some enemy inf saw him shoot, and blew him away. If he'd held his fire until he reached the trees, he'd probably have got the panther. <HR></BLOCKQUOTE> What type of movement did you set the zook to use? In that situation I would command the zook to do a 'F'ast move to the tree cover which will prevent it from taking a shot while moving. The problem is if the distance is too far then the zook gets tired and can't shoot straight for a while. I do wonder whether a 'S'neak order would prevent a unit from firing while moving. Anyone know?
  9. The thing that doesn't seem right is when a group comprised of an infantry squad and a Sherman tank is given a 'm'ove order both units should move. Instead I am seeing the tank move fast and the infantry unit does a normal move. That is what I don't understand since both of the units have a 'M'ove command. If I select the tank individually I can give it a 'm'ove order.
  10. If I group select an infantry squad and a tank (Sherman) and give a 'M'ove order the tank ends up with a 'F'ast order and the squad has a 'M'ove order. This doesn't seem correct. I've also seen some wierd behavior where units will end up with bizarre movement orders that I did not give them. This is usually after I have watched a playback then brought up the next orders phase. When I look at some of the units they have movement orders with 10 or more waypoints which I'm sure I did not give them.
  11. I appreciate the work folks have put into the CM mod packs and think it would be even nicer if they could include a text file in the .zip archive that describes what the mod pack is, version of the mod pack and date it was created. I'm starting to get confused as to which mod was done when.
  12. Thanks for the info. Although it isn't necessary, it would be nice if the save game used the same file browswer window as the load game since this has more functionality regarding the display of existing files.
  13. Okay, I tried targeting more carefully and it worked. I do think the developers should tweak this behavior some so it isn't a pixel hunt to find a spot on a building to direct area fire.
  14. Perhaps my problem is the main gun elevation capability of certain tanks. I noticed that when I was viewing at level 1 from the German tank position that the target line would not rise over the top of the single story buildings (using 1.05). Is this reasonable? Does the game list gun elevation info somewhere?
  15. In the Elsdorf battle I have found it frustrating that I can see multi-story buildings from a certain position where a tank is located but the tank can not target the building. It's as if the building is single story when it comes to LOS/targetting. Although there are many realistic aspects to CM, building targeting doesn't seem right in a visual sense. BTW, this is using 1.03 (I'm using this because of a ongoing PBEM battle). [This message has been edited by Biff (edited 08-28-2000).]
  16. If I am playing a PBEM battle, save my turn using Alt-S, then later start CM and load my saved turn, finish my turn and get prompted to save a PBEM file, CM will overwrite existing files in the PBEM dir without warning me.
  17. Oh, another minor glitch occurs when repositioning a waypoint in a building. The game appears to assume that the waypoint is on the first floor once it has been repositioned and doesn't bring up the floor menu.
  18. 1. Please modify the save PBEM file interface to use the standard Windows file browser that is used when loading a PBEM turn. It is irritating not to be able to see the names of the files in the PBEM directory when saving a turn.
  19. Perhaps this is a limitation of the view system, but when I select a unit that is on the top floor of a multi story building then hit tab to lock the view on that unit then hit 1 (number one) the view is from the lower part of the building. It seems to me that I should be able to view from that units perspective.
  20. Add a vote for a roster that will allow me to select a listed unit and then tab to that unit on the map.
×
×
  • Create New...