LuckyStrike
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Everything posted by LuckyStrike
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BTS- What is wrong with the tanks???
LuckyStrike replied to Shandorf's topic in Combat Mission Archive #2 (2000)
Agreed, I have also seen a fair bit of this taking place. Sometimes it seemed to be when the tank was taking infantry fire from that direction, but at other times when HE would certainly have been more appropriate. -
TCP/IP and Windows 2000
LuckyStrike replied to LuckyStrike's topic in Combat Mission Archive #2 (2000)
I fixed this the easy way...I just installed Windows Me over the top of my Windows 2000. It was no contest who had to go -
TCP/Ippeal from those less fortunate...
LuckyStrike replied to Kitty's topic in Combat Mission Archive #2 (2000)
One thing you might try in the meantime Kitty is to configure your mail client (eg Outlook Express) to check for mail every 5 minutes, that should keep the ISP from dropping your connection. -
Absolutely!
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BTS, any idea when this will be functional? Many thanks, Lee
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I'm sending you some of Tiger's excellent mods for Jagd PIV and halftracks, check your email soon. Cheers, Lee
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Doh I run Win2000! Oh well I guess I better blow it away and install Windows Me. All in a good cause
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Best tank battle scenario?
LuckyStrike replied to Brownie's topic in Combat Mission Archive #4 (2002)
Definitely take a look at Cintheaux-Totalize (by the Sturmgruppe), which is another treatment of the same battle as August Bank Holiday; its an epic tank battle. -
exit light, enter night (time warfare)
LuckyStrike replied to Lordfluffers's topic in Combat Mission Archive #2 (2000)
On the topic of night combat one thing that would be nice to have included is flares, particularly for the defender. And how about burning vehicles increasing illumination/los range nearby? -
CmBI Scenario: Kohima Ridge
LuckyStrike replied to Bullethead's topic in Combat Mission Archive #4 (2002)
No reason why someone can't do a Japanese uniform mod? OK so the helmet is the wrong shape but surely the basic colors are do-able. Easy enough to set up a batch file to swap the mod in and out. -
You don't get a bonus for firing at ambush points, you get a bonus for DF at TRPs, this represents boresighting/known range to this point. See page 89 in the manual, last paragraph. Cheers, Lee
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Whining about tank gunners/commanders AI
LuckyStrike replied to illo's topic in Combat Mission Archive #2 (2000)
You can get around this by targeting the ground where you want the turret to face using area fire, just use the MG not the main gun. If any enemy armor appears your tank will usually stop the area fire and switch to the new target. -
CM Outpost Update, New Pages, mods, fixes --->
LuckyStrike replied to kump's topic in Combat Mission Archive #2 (2000)
Kump, I sent the grass but your mailbox said it was undeliverable, the message was: User mailbox exceeds allowed size Gee, and it was only a 6.5 meg message too. Do you have another mailbox I can send to? -
CM Outpost Update, New Pages, mods, fixes --->
LuckyStrike replied to kump's topic in Combat Mission Archive #2 (2000)
Actually I estimated it would be a 10 meg winzip, but it compressed well and is only 6.5 megs...on the way! -
CM Outpost Update, New Pages, mods, fixes --->
LuckyStrike replied to kump's topic in Combat Mission Archive #2 (2000)
Kump I've been reading what you say about the subdued velvet grass on your site, about how it is too 'busy' and blocky up close...I absolutely agree. The reason is that even in Hi-res its only 256x256, whereas Gunslinger is 512x512 so has finer detail. What I suggest you do is convert the 256x256 into 512x512 by replicating the original 256x256 3 more times to fill out the other three-quarters of the 512x512. Then put it into Photoshop or Fireworks and run a blur filter over it to reduce any further 'graininess'. I did this and even at level 1 it looks smooooooth I could email it to you to take a look at but its about 10 megs? -
Scenario Database Finished!!
LuckyStrike replied to Harv's topic in Combat Mission Archive #2 (2000)
Please also send me a copy, many thanks! Lee_Vincent@xtra.co.nz -
There was another Mac game some 10 years ago named 'Robosport' that used virtually the exact same method as CM. The idea was to command a team of little robots armed with various weapons in a kind of arena, vs another team. Each robot had a certain number of actions it could do, you gave your whole team orders, as did the AI or the other human player on a connected Mac. The turn was then resolved, and a 'video' generated which ran for about 30 seconds, which you could fast forward, rewind etc. Exactly same as CM, though of course no TacAI etc, if one of your guys walked into someone's guns he just stood there and took it and got blown to pieces.
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I am fairly sure that gridlines are from Gunslinger, not MDMP. I have a GForce DDR and I only saw the snow gridlines after installing Gunslinger.
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Agreed, to take all the VLs as the Germans makes it way tougher. I completed it with an Allied surrender / German tactical and held all VLs, but lost most of my armor in driving towards those objectives. At turn 30, it ain't over yet brother Great scenario.
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Of course the PTO isn't just small atolls and island invasions, there were a lot of extended campaigns ie retaking the Philippines (the battle for Manila rivalled Stalingrad in intensity), Saipan etc
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Muted Velvet Touch grass is here!
LuckyStrike replied to Old Dog's topic in Combat Mission Archive #2 (2000)
Brilliant! Just what I've been waiting for...please mail Hi-Res version to: Lee_Vincent@xtra.co.nz Thanks! -
Terrain MOD Update at The DesertFox
LuckyStrike replied to a topic in Combat Mission Archive #2 (2000)
Nice job DesertFox, I also felt that the Gunslinger grass was too 'blue', in fact I had never seen real grass that color...your new grass seems more realistic and still nicely 'subdued'. Cheers, Lee -
Panzertruppen's building mod...almost done
LuckyStrike replied to Panzertruppen's topic in Combat Mission Archive #2 (2000)
OMG just when Magua's buildings come out, these come along looking awesome also...which to use?!? Have to write a 'quick change' batch script -
I run 4x4 FSAA on GeForce256 DDR at 1280x1024, don't think it makes a great deal of difference at that resolution to be honest. -Lee