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86smopuim

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Everything posted by 86smopuim

  1. pretty. First "pretty" mod I have downloaded for a long time. Kinda like waving a 40 rock under the nose of an ex-crack head. Too much to resist.
  2. A swift kick in the ass. THats what this pace needs.
  3. Ok, I had to know. Stars and Bolts, in CMBB, has NO effect on speed of area fire done with on board mortars. [ March 24, 2003, 03:22 AM: Message edited by: 86smopuim ]
  4. The star DEFINITELY reduces FO arty delay in CMBO. I did *many* tests that way. You may not see it initially. The effect was observed over time. An uncommanded regular FO with an orignal firing delay of 2 minutes would typcially fire in 3-4 minutes. A double star commanded regular FO with an inital delay of 2 minutes would often actually start firing in 1 to 1.5 minutes. I bet this still holds somewhat true in CMBB. I bet one of Star or Bolts DO increase ROF of mortars in *area fire* roll. Again, it definitely did in CMBO. Feild guns in an area fire roll, I dont know.
  5. Oh. My bad. Hmm, with combat bonus, unit will hit on the target more often. ATG and such that is. Mortars and indirect fire I dont know if it has any effect at all. Check the spread pattern with double bolt commander versus no commander. [ March 23, 2003, 05:50 PM: Message edited by: 86smopuim ]
  6. Like the other guy say, ALL assets. Even a scrub no bonus leader helps reduce delays. I try usually give the AT guns good leadership. I like 2 ? and a heart and lightning bolt. Maxe 'em hard to spot, they hit good and don't get pinned down as easy. I like to keep morarts under control of a 2 star leader. If u dont know about leaders spotting for mortars, I suggest u go read about it now. With 2 stars the mortar can be well away from the potetially spotted leader. That way when coutner battery fire comes, it will be less effective. [ March 23, 2003, 05:32 PM: Message edited by: 86smopuim ]
  7. this op is actualyl going pretty fast. we are halfway+ through the first battle. Resutls generation times arent so horrendous. longest so far was 33 minutes. It is quite fun. You have to think different. Knowingly sacraficing units is part of this op. [ March 05, 2003, 11:45 PM: Message edited by: 86smopuim ]
  8. (Some note here are comeplete theory and conjecture on my part, based upon oberservations. Statement should not be taken as fact, rather... proabilities) If anyone else is doing this, I have a couple bug fixes. Absolute unit limit for CMBO was somewhere arround 200/side. My guess is CMBB is similar, but greater. After a time, all the bodies and dead tanks laying arround will eat into this limit. At start of second battle, and every consequtive batte, u can erase these elimited units during force purchase for battles 2+. You ca tell dead units by number of men = 0. I dont know how to tell dead tanks yet. Doing the above action may lead to a bug in TCP play, where after setup and pressing go, CMBB crashes. The fix for this is to PBEM the force purhcase and setup phases. Save during begin of turn 1, then TCP from the saved file. Alternative scoring schemes. With 4400 points in flags on a map, losing even 1 300 point flag to the enemy can be quite devastating and cause you to go into a death spiral. To alleviate this, many scheme can be made up to lessen flag loss effect. Here is one methed. Half the flags are "belong" to each side. If an enemy holds one of "your" flags they get either 0 or half the points for the flag. You will get 0 points for that flag. This will prolong the game, which is a good thing.
  9. I think my sig sez it all. (well, if u replaced 88mm Pak for 128mm)
  10. the "real" game is far better than the 2 demo battles.
  11. In reality, what would be "good" ranges for German Tanks? Is there a certain minimum range where optics hurt rahter than helped? Say, the Panther, the IVH, the tiger? Are these ranges the roughly same in CMBB? What of T-34s? How does that compare to modern US tanks? Whats the extreme range of usefulness? Whats the range of a probable hit?
  12. solder the "tower thingy" back on. there is a chance this will fix it. I it doesnt, well, its no loss. After that, rtey wwb's idea.
  13. Maybe put the large scale map below the buttons? That would save some screen real estate. Or putton buttons across the top, and make showing the large scale map optional or as a dialog? Im not in CMMC2 so I dont know how valueable my input is.
  14. Bump to say I am attmepting it agaisnt Gary S. The set up was laborious. I think it will get smoother once gary kills off half my stuff. [ February 22, 2003, 03:10 AM: Message edited by: 86smopuim ]
  15. Bump to say a slightly impoved Large_Island map was uploaded, sme link above. Map will also be uplaoed to the usual places. And the dry ground conditions statemnent, I was wrong about that, weather can change it, even in a QB. Fixed the setup zone problem. [ February 22, 2003, 03:00 AM: Message edited by: 86smopuim ]
  16. I am confused.. Above u say u will add generic map loading ?to the current version?, yet here u say u would tweak an old version?? Generic map loading is "all" that is needed to make it Uber-useful to onions.
  17. It was agreed upon that zoom was not neccessary. I'll start working on a more general tool now where you can load your own map (among other things). </font>
  18. Cool. It would be totally sweet if you could load your own main map. What happened to zoom?
  19. As the anti Emiril would say: "Kick It down a notch." Same rules could apply for.. say a 1500 point engagements. Just scale everything down a bit. [ February 19, 2003, 12:34 AM: Message edited by: 86smopuim ]
  20. Originally inspired by ?Vils? or some other scandinavian peninsula person, or by Larsen, Churilin, I forget who. Why? Because this way is so damn fun. So many more problems and things to deal with. Flags mean more. Hills mean more, losses mean more, everything means more. Make a "big @ss map". 3km x 3km. Preferably, make it an island with 2 bridges to exit off of. Make some small setup zones in the main town, on opposite ends of the island. put ~10 300 point flags and ~14 100 point flags dispersed about the map. ake it even and fair. put them on points of interest, lik villages, hills, brdiges, corss roads, etc. an example map can be found here: http://ponyshow.com/smope/Large_Island.cme Now find a trustworthy opponent. you will fight a series of battles on this map until all enemy forces are destroyed. battles are 60?(work in progress) turns in length. pick a "fair" fun date. (suggest May, 44) Start a 5000 point, unrestricted battle(or whatever settings you prefer). Use the quick battle map you made. When the battle is finished, save the game. Do NOT look at enemy forces. It's OK to look at the AAR. Note the points for flag held. The points you have for "Flags Held" are the number of points you can spend next game. Now start a new game, 5000 points. Spend ONLY the amount allowed from the previous battle for flags held. Use the saved game as your "Load From File" map. when asked "Import Troops", say yes. rinse, repeat unitl you oppoenet is ground into dust. Rule 1: Thou shalt never use prembombardant against an opponents setup zone, nor within 300m of it. Rule 2: Thou shalt never fire artillery at an enemy setupzone unles thoust have LOS to it. Rule 3: Though shalt never puchase "Captured" equipment Rule 4: Crews, whenever possible, must move to toward or to exit the map at your setup zone. Crews must NEVER be used to control flags, scout or spot. Rule 5: Thou shalt neve look at the map after the battle. Looking at the AAR is ok. Rule 6: The ground conidtion setting shall be dry. For QBs, weather does not affect ground condition. This setting is set when you create the map. Optional Rules: Rule A: Thou shalt never buy air units Rule B: Thou shalt not buy arillery outside what would normaly be available at a battalion level. <=120mm mortar <=76mm guns Rule C: Thou shalt set the weather to random Rule D: The date advances by 3 months after each battle. Rule E: thou shalt buy green regular and veteran units only. Rule F: Somehow make the points for reinforcements logarythmic. This will help recover from a desastating turn. Problems: The setupzne may not work well. Troops may end up in the middle of the map, in which case you have to manually move them back into your setup zone at the start of every game. [ February 19, 2003, 02:21 AM: Message edited by: 86smopuim ]
  21. From a somewhat disinterested, nuetral third party: For non programmers out there who think the above is just lip service, and being a programmer of *many years*, I can attest that the above statements are 100% true. BFD, A few extra emails per battle. A simpler solution would be to find opponents who email in a timely fashion. ( Edited to sound less like a fanboy ) [ February 07, 2003, 01:41 PM: Message edited by: 86smopuim ]
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