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curih

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  1. I tested this out a little while ago. The trailer is not modelled. I used area targeting 81mm mortars to drop shells all over the trailer and they never registered as hits, just fell right through. CuriH
  2. I lost a firefly once do to a PanzerIV? that turned out to be a Panther. CuriH
  3. If this problem isn't going to be fixed, I hope that BTS will at least add some sort of preferences screen so that we can choose software rendering. With the Classic RAVE installed it automatically chooses RAVE and it's a real pain to have to disable it every time I switch back to OS X. CuriH
  4. Cm won't work under OS X with graphic acceleration. It will work in software mode though. Unfortunately, CM does not offer any sort of options section where you can make this choice. The only way I've found to make it work is to bring up the extesions manager in Classic and disable Classic RAVE. You have to do this as Classic is starting up or it will put it back. I hope CM:BB will at least let us use RAVEin classic. CuriH
  5. The AI seems to make that decision on how the two tanks compare. If your tank has a decent chance of killing the other(s) it will stand and fight. You won't see Tigers or Panthers retreating very often. On the other hand, if it is overmatched (i.e. Sherman 75 vs. Panther) it will usually pop smoke and run. curih
  6. I could've sworn that one of the patches was supposed to prevent that. I guess my memory is going already. CuriH
  7. It's an interesting idea. WillHammer seems to be suggesting that you would get an advantage in the scoring for using less units. Frankly though, I don't see how this is any better than actually getting the units. And what if you were to trade them all in for victory points? Xerxes, I see one major flaw in your idea. What's to stop me from buying one sharpshooter at the beginning and hiding him somewhere and then halfway through the battle getting twice the normal force for one massive blow. It could be very easy to get lots of very strong units. curih
  8. I second the recommendation. There are surprises around every corner. Unfortunately so far, most of them have come from Treeburst155's guns. curih
  9. Stalin, Why should the defender get to choose. Realistically, in most situations, it is the attacker who chooses where and when to fight. The exceptions being certain objective that must be taken, in which case the attacker only chooses when. curih
  10. I guess you guys never saw my pics of the aftermath of BulletHead's Kohima Map. It was basiacally a 200m circle on the top of a hill containing roughly 2 full eliminated battalions and had recieved the full effect of multiple offboard batteries from both sides. CuriH
  11. I was walking along the road here in New England today and what should I see, but an honest to goodness Kübelwagon driving along. It was painted up in winter camoflauge too. It was a double surprise in that I saw it and that I knew what it was.
  12. There's been a lot of talk about this. The basic problem is that for you submarine example, the computer only needs to figure out what the sub can and cannot see. For a CM type game, the computer needs to redo that for every unit continually throughout the turn. There simply is not enough computing power available. curih
  13. When playing as the Axis, I generally try to engage from longer distances when possible. If your using the heavier armor this has obvious avantages, but it is usually a good play with even Panzer IVs. They can more than match a regular Sherman for firepower, but even more important they have a smaller silohoutte. If yoo're forced to get in close, things get a bit trickier. The differences in firepower and armor become much less significant and most Allied armor has medium to fast turrets. Axis armor has to make god use of the terrain at close range, even with the heavies, to protect it's weakspots. curih
  14. Treeburst has a point, but I think it's all part of the abstraction. Personally I rarely pack guys that close because they always end up getting hit by 150mm shell that knocks out most of the platoon. For the the buildings, consider that the small building represent one and two floor buildings. curih
  15. I like the idea of victory locations that don't appear until after another one has been taken. It would allow for a more mission oriented approach to scenerios. For example the VL in the town does not appear until you capture the one on the overlooking hill that you were tasked with capturing first. I also think that this could potentially be used to allow VL's in Operations. As the attacker advance more VL's would appear ahead of him. Though I don't know how best to handle the ones left behind. CuriH
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