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Everything posted by GeoffP
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How to get your CMBN game on Steam
GeoffP replied to BFCElvis's topic in Combat Mission Battle for Normandy
Activation key from my Engine 3+4 bundle receipt was accepted by the Slitherine 'Register Serial' input screen. "You have registered......successfully!" Good stuff - Thanks. -
Matrix support confirmed in an email that you must register the game on the 'My Page' area of your Slitherine/Matrix account after the game is released. I am assuming under 'REGISTER SERIAL' option that CMBN will appear in the dropdown. https://www.slitherine.com/forum/viewtopic.php?f=58&t=93585 My Matrix and Steam accounts are linked, so I see all my Steam purchases on the Matrix 'My Page'. Seems in these cases the actual mechanics never play out the way the publishers describe, but I'm hoping once the 'REGISTER...' process is complete, CMBN will appear in the Steam library automatically. Fingers crossed.
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Exciting news about Battlefront and Slitherine
GeoffP replied to BFCElvis's topic in Combat Mission - General Discussion
Didn't see a response to this. Is there a possibility the older titles will eventually find their way to Steam? -
Got nowhere with a forum and a repository search. Is the map available? Thanks.
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Hehe, installed the game fairly late in the PM and didnt scroll through the list. This work thing really gets in the way sometimes. Thanks.
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Got a link to that "A Few Boys..." scenario? Thanks
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Today new CMMOS mods will be released!
GeoffP replied to MikeT's topic in Combat Mission: Barbarossa to Berlin
I love gridded terrain. Not so much because I can focus directly on how to deal with the terrain rather than determining what the terrain actually is, but how much it PO's certain folks who felt compelled to post "I don't use it, and here's why you're a lesser being because of it" posts the last time I asked about it -
Thanks for the responses, folks. There's a couple of reasons I want to play the CMxx games using the new HDD but I wont bother you with the details. Gordon suggested to me that I install CMMOS 4.02 on the new drive, then copy/move the files from the old PC, then upgrade to 4.03. Regards, GP
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Is that a RTFM comment or an attempt at humor?
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bump [ January 21, 2003, 08:49 PM: Message edited by: GeoffP ]
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I just assembled a new box. My old box has CMBO and CMMOS installed (not the latest version), but I held off on the CMBB install as I've been playing the latter on my laptop. I want to move the CMMOS files and mods from the old machine to the new one, and in the end have the latest version of CMMOS with both games installed. I'd appreciate any advice regarding procedures & potential problems. Thanks for your help.
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Seeya guys and gals, going back to lurk mode
GeoffP replied to Guy w/gun's topic in Combat Mission Archive #3 (2001)
Guy, Are you just now realizing that there some elitists running around that look down on others who either dont possess the same skill level or don't dedicate the same amount of time & effort to [fill in the game/sport of your choice]? Go easy; don't take it personally. -
The mod manager requires a little up front time, but in the end it makes life easier, and I'm glad I decided to use it.
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I don't agree at all with the concept of "being hull down vs. one target is useless because you're not hull down to another". Isn't there a value to placing a unit hull-down vs a patch of ground where you expect the enemy to be & which you need to cover? The hull-down command that I envision would have you create a target like an ambush marker, then a movement path; the unit would move along that path until it was hull down to the first spot. If you were so worried about multiple targets, it seems like it would be easy to pick the one that would allow you to be at least hull down to one, and not exposed to the other.
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cm2 scenario editor: stuff that would be nice
GeoffP replied to russellmz's topic in Combat Mission Archive #3 (2001)
I did a search and could not find any suggestions for the following. The ability to create a random force selection, like the original 'Harpoon' would be interesting. In that system, each unit was given a percentage factor to determine the liklihood of it appearing in the scenario. There were also alternate starting positions. Rather than use percentages for individual units, I'd like to see a method of grouping units together, then designating alternate groups, with percentages applied to all groups. This would allow a scenario to be balanced most of the time, but provide for an occasional surprise. -
Poll: How many mods do you use?
GeoffP replied to 109 Gustav's topic in Combat Mission Archive #3 (2001)
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MOD: Wespe/Marders/75 & 50 AT guns
GeoffP replied to bfamily33's topic in Combat Mission Archive #3 (2001)
There's a very, very thin trace of codescension on this board, whether its inferring that using gridded grass makes you some kind of gamey lowlife or that using grey mods foolishly underutilizes the rendering power of today's color monitors. You can't tell some people what they "know". Just dont take it personally. BTW, I like swapping in a grey mod now and then. -
Average Age of a Combat Mission Player
GeoffP replied to Miles.Osborne's topic in Combat Mission Archive #3 (2001)
36 Total Respondants: 71 Total Years: 2,451 Average Age: 34.521 16 new votes moved the average 0.3. I think we're in the ballpark. -
The mod is available at Maddmatt's site, and there's a screenshot. It's old: Aug-2000.
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Is anyone else out there using Aszurom's gridded grass? FYI - The grass is all the same color, but the outline (grid) is shaded to indicate elevation. It's based on lowres grass from MDMP-1.
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You Know You're A CM Addict When...
GeoffP replied to Col Deadmarsh's topic in Combat Mission Archive #3 (2001)
.....you're trying to fall asleep, and out of the silence you hear the sound of an 88 followed by an armor penetration. -
A question for all 3rd party mod users.
GeoffP replied to Clubfoot's topic in Combat Mission Archive #3 (2001)
I use TwoSheds ModManager exclusively. I find it really easy to use. If they don't have a folder structure in them already, I unzip the original archive to a folder, move the options and extras to their own subfolders, and strip off all identification characters from the .bmps. Then I create a new archive, with 'recurse folders' checked. Its then very easy to go to the mod maker tab in the manager, "LOAD" that zip file, create your options and extras (they now appear in their own subfolders in the \tmp folder), then "CREATE" the new Mod in the \mods folder. When I've tested it and taken a screenshot (if there was no preview), I delete all the old .bmps and archives, leaving only the newly created mod in \CMMM\mods\. My Mod list, from top to bottom, has terrain first, followed by vehicles by name in alphabetical order, then uniforms, then winter mods, then sounds. [This message has been edited by GeoffP (edited 02-16-2001).] -
Using Windows Sound Recorder, I replaced 171 by combining 605 and 330. Not quiet, but not offensive either.
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No insignia on weathered Jumbo?
GeoffP replied to GeoffP's topic in Combat Mission Archive #3 (2001)
Okay, now I see in the latest version that 3222.bmp has the US star. Thanks.