Jump to content

GeoffP

Members
  • Posts

    77
  • Joined

  • Last visited

Posts posted by GeoffP

  1. On 3/16/2023 at 3:56 PM, Redwolf said:


    Matrix didn't release it yet. You can only do that when the Matrix and Steam releases are out.

    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.

  2. 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

  3. 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.

  4. 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.

  5. 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.

  6. Originally posted by -E:

    GB, you've missed the point of my question. (why does someone point out they're not going to use a mod, for whatever reason.)

    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.

  7. 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).]

×
×
  • Create New...