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WWB

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Everything posted by WWB

  1. They are definitely skewed by FOW. They reflect the damage you think that you have done and the objectives which you think that you control. Now, I have played many a game where both players thought they controlled the same objective for a long time, and we all know what FOW has to do with casualty reports. WWB
  2. There is a pretty bad-assed winter mod at CMHQ. WWB
  3. Well, because CMBO has its own chatroom (www.combatmission.com:7000). And it does not have the autolaunching programmed hooks that gamespy wants. And because, I at least, hope that CMBO is above GameSpy, the IGZ and other such services. WWB
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Skipper: > One must remember that while European > russians are by far the majority, many of > them were in German Occupied areas until Not as many as to make a meaningful difference, really.<HR></BLOCKQUOTE> Uh, I think all of Belorussia, the Baltics, and the better part of the Ukraine and significant parts of western Russia proper was more than enough population to make a meaningful difference. Some major cities under German control by November 41 included Vilna, Smolensk, Orel, Belograd, Kiev, and Odessa. In addition, St. Petersburg was effectively cut off from the rest of the country, and wholly occupied with its own survival. WWB
  5. One must remember that while European russians are by far the majority, many of them were in German Occupied areas until 1944. Hence, I would suspect that the percentage of Asiatic soldiers in the Red army was a bit higher until 1943 when the reconquista started. WWB
  6. 1) No. They are a privately held company and righly regard such information as their business. 2) I have no idea. Rumor has it that Steve spent his formative years with paramilitary groups in the Bekka Valley in Lebanon, while Charles was the navigator on the Martian Space Ship R`Kog`Lok` before being beamed to earth. 3) This forum chronicles the development of CMBO quite well. You might get done reading it all when CMVI-22: Beyond Baghdad comes out. WWB
  7. I do not remember any documentation or instruction offhand. But there is a CM movie project on the web, but unfortunately the URL is at home. I do remeber hearing that it took serious horsepower to do (i.e. a dual proc G4 or better). WWB
  8. Well, that will likely not happen, because mpeg encoding algorithyms (sp?) are either expensive to license or very time consuming to make. You can still use something like Quicktime pro to record a movie, but you have to do the directing 'ingame.' WWB
  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzer Leader: I hear ya dubya-dubya!<HR></BLOCKQUOTE> Please avoid associating me with that man. I find it disturbing. WWB
  10. If you save a game with the default name it will overwrite the scenario file. This is due to the fact that the default save directory for user-created scenarios is the saved games directory. So there is nothing you can do to recover the ones which you have overwritten, but you can remember to save them elsewhere in the future. Note to BTS: this should definitely be changed for CM2. WWB
  11. I think that 88 would probably just rip of the gun (and gunner), but because the MG is so high up it probably would not disable the vehicle. You can drive a roofless car. WWB
  12. I guess I should add that based on my very conditional statement above, and the recent articles in various magezines, I would say that backwards compatibility looks unlikely at this point. On the other hand, I think some things would be relative easy to put into CMBO, mainly being fixes to the current TCP/IP problem many with Win2k and WinME are experiencing, so a patch for that might not be too unlikely. WWB
  13. Well, to me, CMBO was really a warm up for the real war. Ostfront all the way. WWB
  14. I think that one great use for mechanized infantry that people has been overlooked in this discussion is the use of mech inf on the defensive. There they can play 2 roles, especially in defensive positions with internal lines of communication: 1) Shock reserve: 1 Platoon has the firepower effects of 3 platoons of infantry, with armor advantages. When thrown in it will make a difference and, as Jason points out, it can be thrown in almost anywhere. 2) Bait for the AT trap: Move HTs to a position where they can bail from but you have covered the firing area with your guns or tanks. Encourage him to commit his armor into your combined AT power. A few tanks are definitely worth a halfack or two. Remember to dismount the infantry. Also, In general, the German HTs are a bit more stoudt armor wised, but have significantly less ammo. The M3A1 models sporting 2 MGs, one a .50 have significant firepower advantages over thier opponents WWB
  15. I believe the official answer is that the decision on backwards compatibility will be taken when the CM2 code is much closer to final and the effort required to implement such compatibility can be reasonable assessed. WWB
  16. There is something like what you seek online at the dogs of war. See link in my sig. WWB
  17. These things are deadly against anything short of a Panther at close ranges. Fast, quick turret and a fast firing, accurate gun. WWB
  18. Stacheldraht, do you work for CGW. You do realize you just sold an extra 1000 copies? They owe you a thanks at the very least, if not a commission. WWB
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by Adam Lloyd: AA guns. If each Battalion gets 6 guns, that's six guns you can be using for the forward company if you please. Nothing is gamey about that. A good commander realizes the potentials and strengths of his weapons and the nature of the enemy he faces and adapts. I would never criticize my opponent for ingenuity an originality in weapons employment, so long as it wasn't specifically game mechanics related. Keep in mind an AA battery is just as good in the forward company as the rear as far as aircraft defence is concerned. Adam<HR></BLOCKQUOTE> The AA company is much more important in the rear, actually. While protecting the front from marauding Scout Cars and Tac Air is a noble venture, no commander worth his commission would leave his nice, soft supply column unguarded. Unlike troops at the front, the supply column is generally unarmored and roadbound, making it a nice, juicy target. And if his supply and logistical support get massacred, it makes him just as combat-ineffective as losing his combat forces. I am not saying all 6 of the guns would be held to the rear, but I would bet that at least 4 of them would be in most circumstances. WWB
  20. I was on leadeaters a while back, I think the handle was Jaguar. WWB
  21. Actually, Greyhounds are great anti-pillbox weapons. 37mm gyrostabilized cannons on a very fast platform. A platform fast enough that those pillboxes have trouble tracking them at full speed inside of 500m. WWB
  22. We have forgotten about the easiest way to render pillboxes ineffective: smoke. They do have one major weakness: immobility and a limited firing arc. Which means that onboard units (mortars, 75mm+ armed vehicles) can easily blind it, much less offboard smoke. WWB
  23. One possible issue is that the TRP was out of range for the mortars (c. 800m, IIRC). WWB
  24. Steve also indicated that they might look into doing some simplistic off-map AAA. WWB
  25. Well, there are a few, realatively simple things which would help the AI greatly. 1) Give it some ability to keep formation. If you have ever looked at the AI deploy you know how random it is. Keeping platoons together would do it a world of good. 2) Give scenario designers the ability to place some sort of faux flags, which would behave as if real flags for the AI but would be inivisible to players. It would greatly help the AI in operations to have some sort of guidance. Possibly even add the ability for scenario designers to divide forces and map into sectors. 3) I have never, ever seen an AI that can pull of a river crossing op, so lay off of that one. It is tough enough for a human to accomplish, much less a PO. WWB
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