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Four Stringer

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Everything posted by Four Stringer

  1. CM Hotline Server :confused: How about a link for the great unwashed.
  2. Hey Pvt Ryan, GET OUT OF MY BRAIN!! I was going to insist that mod-makers immediately get to work making a mod w/Russian script on the sides.
  3. Exact same thing happened to me. Kinda' embarrasing to get Herr Wittman killed twice.
  4. Quite the contrary Chris, well said. As far as the 2in mortar goes, I try to approach its use based on what it "is:" basically, a grenade launcher. That being said, I usually leave it w/the platoon to supply suppresive fire. Outiside of the lucky hit, they usually don't cause casualties, but they can keep enemy heads down, allowing the rest of the pltn to advance into position to fire and/or assault. However, they aren't really useful vs enemy units in building or bunkers. I will occasinally group 2in mortars together under a command unit. This is the only way I've found them useful in laying a smokescreen; singly, they just don't make effective smoke. Just last night while playing a large scenario w/Brits, I noticed sniper units really like to take out 2in mortars, even when there is a command unit advancing next to them. This happened several times in this scenario. Odd, eh?
  5. Since Mr. Dorosh is active in this thread, I'd like to say THANK YOU! Your websites are fantastic, and have greatly enhanced my CM experience and are an excellent historical resource. Your hard work is greatly appreciated!
  6. I love playing the Brits (& Canadians too!); guess I'm just an Anglophile. Previous posts have covered this topic well, but I'd like to stress the usefulness of MMG carriers and the Wasp FT vehicle. I've had great luck with both of these units. They are very, very fast, and provide good cheap fire support for the somwhat underpowered CW infantry units. Of course, these vehicles are highly vulnerable, so you MUST keep them moving. I find moving the MMG carrier quickly from cover to cover to provide support/suppresion fire for advancing infantry, then dashing in the Wasp forward to torch suppressed enemy units often works well on the attack. Make sure to always use the "fast" move command though. If there are AT guns or tanks present, try to give them a crossing target, as the Carrier/Wasp's high speed will often cause them to shoot behind the rapidly moving vehicle. However, if the Axis have rapid fire AA weapons (20mm etc), you could be toast. These tend to quickly take out any Carrier, regardless of speed. Oh, I also love playing the Brits because you get to hear the great "stuff that in your pipe" wav.
  7. Oh, if you are patient (or lazy), it is quite probable that this mod will eventually be released as fully MM compliant. For example, when the Sdkfz 250/251 mods came out, I quickly MM-ized them. I think just yesterday they were re-released w/full MM compliant versions in addition to the batch-file version.
  8. Wow! Those look great! The "o" team (Marco & Fernando) come through again! I can't wait to get 'em. Mod Manager users don't despair! With a little work, the "fullpack" (and all other mods) can be made MM compliant. Don't settle for the "plainpack." Get ALL of these excellent options. If you already know how to do this, forgive me, and stop reading here. If not, here's how: First, make sure you have a bmp listing so you know what you're working with. Here is a good place to get one if you don't already have it. Combat Missions: BMP List Dowload the full-pack mod and unzip it in a temp folder of your choice. Then, for this particular mod, I'd make a folder called "M8 Grhnd," and subfolders which correspond to the different options (US, LowVis, FF, etc) and extras (A/C recognition panels, etc). Next, identify which bmp's are common to all options. These usually will be apparent as they will have no "extension" to the bmp name: ie. 1234.bmp instead of 1234_lowvis.bmp These commom bmps should be placed in EVERY options specific folder, but NOT the extras folders. Next, copy option/extras-specific bmps into the appropriate folder. Once you are sure they are in the right place, rename them by eliminating the "extension" 1234_cav.bmp becomes 1234.bmp. Basically, we are placing complete bmp set for these vehicles in each folder options-specific folder; the extras folders will usually have only one or two bmp’s in them. MM loads these after the options folders have been loaded.. The bmp names should be the same in every folder, but the contents of each bmp will be different. So, now we have a folder named M8 Grnhnd, which has subfolders filled w/bmps. I’d next copy any jpg’s into the main folder, as these will be used to make “previews” in MM. These jpg’s should be the only loose files in this folder. All the bmps should be in their respective sub-folders. That’s it! Some cutting, pasting, re-naming, and we have a MM compliant mod. Now, just open the MM program, and follow the instructions included to “create” this new mod. Oh, you can delete the batch files and icons as these are not needed w/MM. [ 06-11-2001: Message edited by: Four Stringer ]
  9. I'd appreciate it very much if you e-mailed me a copy. Sounds like an interesting scenario. Thanks in advance. Mike A.
  10. Modslut? MODSLUT?!? Oh, wait . . . err, yeah, that's me. Thank th' Lord (&twosheds) for the Mod Manager.
  11. Thanks for the suggestions! I'll let you know how things work out.
  12. Hello, I'm having a strange problem running a full install of CM 1.12 on my PIII 700 (120mb ram) w/a Diamond Viper II z200 (32mb) vid card into a ViewSonic GS790 19" monitor. This is running under Win 98, DirectX 8.0 and the latest drivers from Diamond and View Sonic. Here is the prob: no matter what desktop resolution I am running, the game screen seems to be stuck in 800x600 resolution. I make sure to delete the "CM preferences" file from the CMBO game folder before changing my desktop res (I've done this all the way up to 1600x1200). The game does "see" the new resolution setting and asks if that is what I want. I hit "accept." The intro screen, scenario selection screen and briefing screens do pickup the new resolution. But the game screen looks terrible and EXACTLY THE SAME every time, no matter what resolution is running. The terrain is blocky and pixilated, and the units look "cartoonish." Upgrading the bmp's to the 3rd party hi-res mods doesn't help much. It still looks blocky and terrible. Madmatt thinks that the game is sticking in software rendering mode. He suggested that someone here might have had this same problem, and hopefully mastered it. Any suggestions or help would be greatly appreciated. Thanks Mike A. :confused:
  13. I think your bro needs to do a full install of CM for multi-player games. I'm at work, so I cant' check the documentation, but I think that may help.
  14. I'd really appreciate a copy. Thank you in advance. manderson@fenderusa.com ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  15. D'OH!! ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  16. I actually got a kill of sorts w/one of these in CC-III. It was in the opening battle (can't remember the name), and my opponent got a little frisky w/his StuG III. My ATR team had decent cover and good concealment and started banging away (love that "KLONK!" sound effect in CC-III when your shot doesn't penetrate). The tank crew couln't spot my ATR team, and eventually had enough and bailed out (so much for the Master Race ) ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  17. ASL or Campaign for North Africa. ASL was playable at least. ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by mensch: . . . but at work here on the G4 it sometimes chokes . . . <HR></BLOCKQUOTE> I don't know about anyone else, but I have a hard time feeling ANY sympathy for someone who has problems while playing CM at WORK! Jealousy rears its ugly head. ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us. [This message has been edited by Four Stringer (edited 10-30-2000).]
  19. I feel you pain, having learned that same lesson the hard way. I try to always put at least a half-squad in a supporting pos to any bas/pzsk/piat team. ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Bruno Weiss: but as an old SL/ASL player, CM "IS" Squad Leader to me. It's as close as anyone has managed to get on the PC anyway, to both the interface and the overall feel of SL. I really cannot imagine how one could get any closer<HR></BLOCKQUOTE> Good God, you read my mind! As I was scrolling through this thread, I kept thinking, "to me, Combat Mission IS Comp ASL." In my book, that is the highest praise, as I have nothing but fond memories of the countless hours I spent hunched over those beloved SL/ASL maps. I kept hoping that somehow the Hasbro/Microprose Squad Leader would turn out to be a good game ~ something along the lines of 101st ABN in Normandy. Oh well, gives me more time for CM. Thanks for the heads up jpinard! ------------------ Homer: [gulps] I suppose you want to probe me. Well, might as well get it over with. [unzips his pants] Kang: [disgusted] Stop! We have reached the limits of what rectal probing can teach us.
  21. Thats one of those that you go, "thats sick/offensive" at the same time you snicker and grin. Has this ad run anywhere yet? ------------------ "Really they’re quite fearful—that’s my theory. They see us on stage with tight trousers. We’ve got, you know, armadillos in our trousers. I mean it’s really quite frightening ... the size ... and and they, they run screaming." N.Tufnel
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by :USERNAME:: Why cant the UN do this low intensity crap? UN reaction forces should be stationed close to all hot spots. They can react quickly Lewis<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>Originally posted by :USERNAME:: I suggest the UN get the hell closer to its concerns. Get the hell out of NY and we'll mail you a check. Better yet, disband it.<HR></BLOCKQUOTE> OK, so which one is it? UN as world cop, or disband it? I recently read "Blackhawk Down" by Bowden. Excellent example of how badly things can go wrong for a superpower in an OOTW situation. ------------------ "Really they’re quite fearful—that’s my theory. They see us on stage with tight trousers. We’ve got, you know, armadillos in our trousers. I mean it’s really quite frightening ... the size ... and and they, they run screaming." N.Tufnel
  23. D'OH!!!!! ------------------ "Really they’re quite fearful—that’s my theory. They see us on stage with tight trousers. We’ve got, you know, armadillos in our trousers. I mean it’s really quite frightening ... the size ... and and they, they run screaming." N.Tufnel
  24. Happy Birthday from one 32 year old Libra (10/2/68) to another. Cheers! ------------------ "Really they’re quite fearful—that’s my theory. They see us on stage with tight trousers. We’ve got, you know, armadillos in our trousers. I mean it’s really quite frightening ... the size ... and and they, they run screaming." N.Tufnel
  25. 1.) Brit F.O. team sneaking through some woods approx 40m behind a rifle platoon. The rifle platoon reaches the treeline and takes fire from a 75mm PaK in another treeline about 250m away. The first round sails over the rifle squads, threads its way through the trees, and pulverizes my F.O. team. D'OH! 2.) U.S. Jeep dashing from behind a building towards a treeline about 100m away. A large caliber near miss halts the jeep, and the crew frantically reverses. The next round hits close and the shock wave spins the jeep 90 degrees. The crew bails out; alive, but with soiled fatigues. 3.) A StuGIII moves up too close to support some infantry during a hot firefight in a Normandy village. Bazooka round flies overhead. Ut-oh. StuGIII and Baz team fire at the same time. Baz team sent to cyber-heaven by 75mm HE round. StuGIII blow'd up, blow'd up reeel good by the baz round (the new fire/explosion mod is coool). ------------------ "Really they’re quite fearful—that’s my theory. They see us on stage with tight trousers. We’ve got, you know, armadillos in our trousers. I mean it’s really quite frightening...the size...and and they, they run screaming." N.Tufnel
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