jKMkIII
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Posts posted by jKMkIII
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But as you can see I am not Jager, I am jKMkIIIOriginally posted by Pak40:I'm assuming you're Jager...
At least from my post you do not know where, when and how much. So with information from my post you have no way of setting artillery barrage in middle of my reinforcements, do you.Don't you see that you just perpetuated the very thing that you're complaining about??? You told us that there are reinforcements on both sides and that it comprises a large portion of the overall forces. The only thing that you didn't state is where the reinforcements are coming in.
But I am sorry if information from my post ruined your joy.
Knowing that some will come at some point. How are you going to change your plans?Now I know that I'm going to have to alter my attack and defense based on these facts.
I do not mind if enemy knows more than I do, I do not even care if he would know exact amount of my reinforcements and when they are coming.
But when I get artillery barrage middle of my reinforcements 30s after they appear on map it is not nice.
[edited because had time estimate for artillery, and it was way off...given correct estimate for artillery it is not that bad to receive artillery on first turn when reinforcements arrive, but not nice anyway]
[ December 12, 2002, 12:42 AM: Message edited by: jKMkIII ]
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When I am whining/giving constructive critisism about scenario it should not be taken too heavily.
Also I don't believe anything I said would help anyone in game. So I said reinforcements are coming, but how much that really helps...
I myself could not really belive I could create any interesting scenarios, sounds too much work to me And I prefer scenarios when playing against people, and remember that many scenarios I liked were done by same gang.
But I believe open discussion is shortest way to improve things, to get even better scenarios in future. It could be true that should have waited before round 1 is over before say anything.
Basic idea of using reinforcements is excellent, but if two games are played at very different speed it can cause that other player is in much better situation.
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Blah. Post deleted.. no interesting details or anything here.
[ December 11, 2002, 04:27 PM: Message edited by: jKMkIII ]
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Lot of stuff (textures) that were already on CD in non-CDV version. Thank god I could download it from work
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I have done filelists for german uniforms and sended them to Gordon, so they will be in next release of CMMOS.
I will see if I can get AndrewTFs winter uniforms CMMOS conversion done in near future. Basically I am working on with uniform ruleset and then perhaps have to see if need some modificagtions to mod files.
Not much to do, but school and work are taking too much time...
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I have in my game enemy vehicle identified as Valentine/Matilda (some british tank anyway) and showing Universal carrier image.. Sure would be nice to know which one to believe, because I think my rifle grenades work on UC but not on tank..
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Mr.Noobie, are you going to release your latest tanks in CMMOS compatible format? Because I really like your tanks but I have decided that I will stay purely on CMMOS path..
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I think Viper770 is 32Mb TNT2 card, at least it is not better than that.
Which of course is propably better than mine 16Mb SuperSavege IXc that I have in my work laptop (this years top model).
But even such little memore on card I haven't noticed any slowness, except when went to level 5 view in "Danube Blues" urban scenario.
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You can at least:
1) remove/decrease trees, Shift-T
2) decrease number of men shown in squad.. can't remember what combination it was but it is in hotkeys screen.
Then things that might have some effect, perhaps someone who knows could tell what their real effect is.
3) reduce horizont drawing distance
4) get low-res grass mod from http://www.cmmods.com
If battle has fog or smoke you can turn them off, or to use simplier drawing methods. Which at least on some cards seem to have huge effect. Again don't remember keys used, but hotkeys screen helps.
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I am working with several of Andrews mods to make them CMMOS compatible. Actually mods are done (except preview pictures) but need to play with ruleset little ...just if wouldn't have all other things to doOriginally posted by Sgt. Steiner:Outstanding work, but any chance of these being made CMMOS-compatible?
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Ahh. Sorry didn't read your post well enough.
Did those units that could enter from rubble to building enter same buildings as those that didn't? I was thinking if there was difference between building that was set in editor next to rubble (it would be considered lonely building) and then building that was next to building that collapsed during game?
And were all buildings/rubbles of same type? For example if one rubble was factory and other was heavy building? I am not 100% sure but I think you can move from factory to heavy building if they are next to each other.
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Lets think about it little bit.
In normal city you have 2 buildings next to each other, wall to wall. Of course they do not have any doors or windows on this wall.. why would they because hard to move through door if there is wall of next building there
So at this point you blow down first building. What you get? One rubble and and building which has wall without doors or windows on wall that is next to that rubble.
You see why your men get rerouted to street where there are actually doors/windows they can use to get into building
Perhaps someday in CMX you could blow holes into such walls, but not yet in CM2.
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They might overwrite it. Of course with CMMOS for CMBB out now, if some intrepid individual wanted to do a big giant CMMOS-compatible collar-tab mod of this mod (once it's released), that would be cool. </font>Originally posted by AndrewTF:</font><blockquote>quote:</font><hr />Originally posted by Rob Murray:
They look really nice & I can't wait to use them! They won't overwrite Pud's SS rune mod will they? I'm asking because I really like that mod & I alternate between it and the stock CMBB TK ( Totenkopf ) graphics. It gives me more of a choice - I can simulate most of the SS divisions on the Ostfront ( including some the foreign volunteer ones as they sometimes wore SS runes as well ).
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Started downloading few Mr.Noobies mods during weekend, but because was at home didn't want to really download them using 56k modem when can do it from work. But now I see that several of his mods have disappeared from CM Mod database and was wondering if it was intentional.
Mods that I am looking for are:
KV-85
SU122
SU76
SU85
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Oh, poor boy my condolences.Originally posted by Schoerner:</font><blockquote>quote:</font><hr />Originally posted by jKMkIII:
Good that I checked forum before going home
But oh boy it is slow server, do I now have to still stay 43 minutes at work?
Becoming paid for downloading the patch is really hard. </font>
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Good that I checked forum before going home
But oh boy it is slow server, do I now have to still stay 43 minutes at work?
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I knew they were allied with germans, just like we finnish were. But still wouldn't vehicles used by hungarians have their own symbol and not german one?
And tracer of course correct way to do it is to make your mods CMMOS compatible and put every little thing as option in them
Now looking at it I am wondering if it could be even nicer if there would be more snow in it. Now it looks like snow on it is from last nights rain that got stuck. But sometimes when snow is right type it gets stuck like mud into wheel ..what is the word, compartments?
I drive car very rarely but I remember that sometimes I have had to kick frozen snow out so wheels would have space to turn..
But nice mod.
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Is it just me or do they look nice, but not real? Are they done just to look nice or are they done after some trees, and if so what trees?
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I agree that some people seem to insult others for no good reason. Something that is simple to you might look different if other things about some detail you didn't even know. Like your all CMMOS mods only at CMHQ thing. My answer to them is.. :mad: Grrr..
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Perhaps Seanachai's problem was that answer to your question was pretty obvious.
At least Mr.Noobie's latest mods say they are CMMOS compatible, so I am quite sure they are CMMOS compatible. And after installing them using CMMOS I am 100% sure they are.
After downloading and setting up CMMOS you just configure it and select add when in mods section.
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Just wondering. Csaba is hungarian armoured car so why is there german marking on it?
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First two times I pressed Done and on third time when pressed Apply noticed much longer delay..Originally posted by Lt Bull:Yeah, I looked at that as well and could reason for confusion. Perhaps the "Done" button should be renamed "Exit" or "Close". Clicking "Done" may imply that something has in fact been done, but this button just exits from that screen, regardless if anything at all has been done. Considering that there are just two buttons as it is, I do not think that one of them should "apply and close" the window. What would you make the other button? If it is "Done" (or close/exit) then the user will ALWAYS exit the screen upon applying the mod. If it is "Apply", then the user will have to apply a mod change to exit.
Well considering that there is no input in mod option selection screen I think Cancel and OK (which also applies selection) would be correct.
If there would be several preview pictures and CMMOS would show one that has selected options, which would be great, then I would put Cancel, Apply and OK (which again applies selection)
Software engineer/engineer? I am the later. We are a painful lot on a never ending quest trying to find ways to improve things (until we stuff something up at which point we walk away and blame it on some other engineer).</font><blockquote>quote:</font><hr />Originally posted by jKMkIII:
Heh. Can anyone quess what I do for work?
Lt Bull[/QB]</font>
0% exposure?
in Combat Mission Archive #4 (2002)
Posted
Eden</font>