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BloodyBucket

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Everything posted by BloodyBucket

  1. That's why the games from the aforementioned defunct companies might not be a bad idea... but someone still probably has the rights
  2. I have no idea how hard this concept would be to implement, but it is one of the main reasons I tend to prefer smaller scenarios. The other is the wimpy 350 Mhz machine I own. Moving lots of vehicles down roads is a major bummer.
  3. Now that is awesome! For us old timers who prefer SPI to AH, could you do a Sniper! or Patrol! interface? What about Up Front? and for the die-hard Victory Games fan, you can't leave out Ambush!. The closet Yaquinto crowd wants Close Assault. Do you have any idea what you've started here?
  4. Someone groggier than myself would know, but I am guessing that there were less than a dozen 37mm flak tubes in an infantry division. I think the medium flak guns were used as "strategic" AA assets, that is, they would be concentrated around likely target of allied air attack, and there would be less available for local tactical air defense as the need for strategic AA grew. If I were a division commander, I would be reluctant to risk my few medium flak guns repelling ground attacks if I had rear area depots, bridges and such to defend. The 20mm variety was probably much more common for the average allied infantyman or tanker to encounter, as they were lots more to begin with, and they are easier to transport and more suited to using against low level fighter-bombers. I am no German T/0 and E guru, but I think two 37mm AA guns per CM sized battle is a bit much.
  5. Over 56%, with 185 votes, but I think I saw some dangling chads, and the ballot was confusing. CC series demands a recount, but only in IP's that have tended to vote real time in the past.
  6. Two network interface cards and a crossover cable work just dandy. I am sure there is a way to go modem to modem, but I haven't tried it because the setup with two NICs and the crossover cable has been perfect. Now, if we could just have more than two players...
  7. IIRC, they are banned from owning RPG's by treaty. The Israelis have been showing the few that they have captured as proof that the Pallies can't be trusted to stick to agreements.
  8. Aww, they aren't jerks, they're just cynical old grogs. I do rather think that it just might be possible that your understandable and justified enthusiasm for the game could have you making conclusions about the actions of the tank crew that aren't strictly modeled in the game engine. I play the scenarios that come with the demo every once in a while, and I still recall the thrill of zapping an immobilized Panther with a Sherman 105 in VOT. A very vivid image in my memory. You might want to take advantage of some of the knowledge here on the board, a lot of these folks have been at this for quite some time. Toning down your Sig a tad might not hurt, either. Welcome aboard.
  9. I know what you mean. It's too bad that those items are hard coded, it would be nice to see 1911A1, P-38, P-08 and other such handguns available as mods. Instead we are stuck with a cross between two black sticks nailed together and a Glock. (Sigh). [ April 05, 2002, 01:18 AM: Message edited by: BloodyBucket ]
  10. The scads of scenarios, the mountains of mods, the grogtobulous forum, the knowledge that you are now a full fledged member of the CM community, all this and more, for a paltry fifty bones and a few days waiting? It's like stealing. Welcome aboard. Oh yea, the game is pretty good, too.
  11. Multiplayer mode where command gets subdivided with relative spotting. (each player gets a platoon or squad, etc.) Individual sounds for every weapon. Landing craft, and a Pacific version. Flares. Quad .50 cal. Willy Pete. Maps printable as topographic maps with grids. Custom Combat Mission mouse and mousepad in olive drab, feldgrau or splinter camo signed by BTS team, with matching set of fridge magnets. Hotkey for "Toggle wife sound on/off".
  12. Only thing close to ammo decisions in the current game are made during scenario design. You can give units extra ammo, or twiddle the smoke/HE ratio of the bigger shootin' irons, but IIRC the infantry types loose the extra ammo if they move, so it is only a factor on defense. There have been several threads regarding ammo supply, the most interesting one being an arguement by JasonC(?) that rifle intensive infantry units should get more, partly to offset the German submachinegun firepower advantage. Getting more ammo during the typical CM firefight would be hard to simulate, since that would entail tracking individual soldies or vehicles carrying various calibers all over the place. It would be funny when the company runner dumps a case of .45 ball off at your M1919 machinegun position.
  13. A Vet talks about a flamethrower being hit. Gruesome, but interesting.
  14. Originally posted by Andrew Hedges(#3564), March 14, 2001: quote: -------------------------------------------------------------------------------- Originally posted by Rex_Bellator: While I'm here can anyone explain exactly what the AI experience bonus does? The manual infers that the troop quality will be upgraded but I've fought against conscripts while the AI had an experience bonus so this clearly does not happen. This is just about my last 'grey area' with this game so any clarification is appreciated. Thanks in advance -------------------------------------------------------------------------------- Giving the AI a +1, etc. *does* increase the experience level of the troops to the next highest level, it just doesn't change the labels on the troops. You can see this if you set up a QB with "medium" experience and purchase troops for the AI (and for yourself). Even where the experience level thing at the top of the purchase screen says veteran, you will notice that the troops you buy on the purchase screen (the screen on the right where all of your purchased troops show up), the purchased troops will show up as "crack" if you've given the AI +1 experience. I don't know what happens if you give the AI a +3 experience level and it purchases elite troops to begin with. Maybe the troops move *before* you give them orders. I think I'll experiment. ------------------ WOOT!
  15. Yup. I really hate lining up the troops at the start of a QB. Perhaps a CMBB item? A minor quibble, but you are spot on.
  16. Very rare large allied copy of "krumlauf attachment" on Priest, thus the bank shot on your mortar crew. I think that rounds can go through a building, on occasion. You should have closed the blinds.
  17. Good looking work. The Garand doesn't have the correct WWII style locking bar on the rear sight, and if you look real close, you can see that the serial number indicates it was built by Winchester in 1943, so it is obvious that it is a reworked piece. Also, the chamber brush in the cleaning kit is not the early style that was part of the combination tool. Other than that, it's great!
  18. Tom, My CD has been housed in a case with your cover for quite a while, and everytime I "gift" CM, a copy of your cover goes with it. Just wanted to say thanks. I use a lot of your mods, and your website is fantastic.
  19. I've had the same problem with "ghosting" and going to an earlier version of directX didn't help. I contacted my video card manufacturer, and they reccomended sending the card in for warranty repair, after asking me a bunch of questions. I ruled out the monitor by using a different one, and have tried almost every other tweak I can thing of.
  20. I've never thought of exiting captured troops. What if you moved them off an exit zone edge, either friendly or enemy?
  21. I don't know anything about the flag, but I bet it scares hell out of people who want to sit on your sofa.
  22. Hmmm...I can't get in. Too bad, that mod looks very nice. Nothing like pretty landscaping as a backdrop for the mayhem.
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