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DekeFentle

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Posts posted by DekeFentle

  1. Originally posted by Boo_Radley:

    snip And something of this magnitude requires a set-up both grand in scale and rife with 'splodey things. Multitudes of clanketty things and a plethora of squishy units would be a must. And as we're are talking about the House of Croda, something along the lines of a CMBB version of Crodaburg would be nice.

    Anything like that out there?

    While it is most certainly not a Croda thingy I believe I have something suitable and actually playable. It meets the requirements you set above and more.
  2. Originally posted by jdmorse:

    On a practical note guys, like with CMBO, a patched CMBB will NOT have PBEM compatability. To release partially or a beta release means that PBEM's may require 2-3 CMBB versions on our hard disks to keep the files going till everyone is on the same page. Better all at once then there will be only a need to convert to the new version once.

    Actually JD I think they have thought of this...

    NOTE:

    * Games saved in v1.01 can't be loaded in by the older v1.0. So if you're playing others by email or TCP/IP, make sure you all upgrade to v1.01.

    Transferring PBEM files from Version 1.0 to Version 1.01

    In CMBB version 1.0, load the pbem file. In an orders phase, save the pbem file as a saved game by clicking on the little SAVE button on the command bar at the bottom of the screen.

    Repeat Step 1 for all pbem files you wish to convert.

    Install the 1.01 patch

    Open CMBB Version 1.01

    Open the saved game file from step 1.

    Choose Email as the startup option for the saved game.

    Place your orders as you normally would in a PBEM, and press “GO”

    Congratulations! You have now converted your pbem file.

    Repeat as necessary.

    NOTE: Once the file has been converted to version 1.01, it cannot be reopened in version 1.0

  3. Originally posted by Madmatt:

    Tell you what, here is the *Current* full list with the above added. There will be some more fixes added still. This looks to be one big mamma jamma patch (well 25 megs or so is all really).

    NOTE:

    * Games saved in v1.01 can't be loaded in by the older v1.0. So if you're playing others by email or TCP/IP, make sure you all upgrade to v1.01.

    Transferring PBEM files from Version 1.0 to Version 1.01

    In CMBB version 1.0, load the pbem file. In an orders phase, save the pbem file as a saved game by clicking on the little SAVE button on the command bar at the bottom of the screen.

    Repeat Step 1 for all pbem files you wish to convert.

    Install the 1.01 patch

    Open CMBB Version 1.01

    Open the saved game file from step 1.

    Choose Email as the startup option for the saved game.

    Place your orders as you normally would in a PBEM, and press “GO”

    Congratulations! You have now converted your pbem file.

    Repeat as necessary.

    NOTE: Once the file has been converted to version 1.01, it cannot be reopened in version 1.0

    Version 1.01 (updated)

    MODIFICATIONS:

    * Move to Contact stops the moving unit only if a spotted enemy appears in the moving unit's covered arc (if any).

    * Trenches may be placed over craters and pavement.

    * Effectiveness of German 37mm AP round is reduced due to manufacturing flaws. Also given large explosive charge.

    * Slight tweaks made to effectiveness of German 50mm APC round.

    * Vehicle passengers may be group-selected with the mouse when vehicles are 'hidden' using the SHIFT-V option.

    * Tungsten-armed ATRs may fire on unarmored vehicles, bunkers and even infantry.

    * Quick Battles set in northern or Finnish regions in winter are highly likely to have snow on the ground even during non-snowing weather.

    * Regular Finnish squads may carry demo charges. Finns don't get dedicated Pioneer troops so this being allowed to offset that.

    * All Finnish squads, when equipped with a demo charge, may attempt to clear mines (as Engineers/Pioneers do from other nations).

    * Finnish 75mm AT gun is first available July 1943.

    * The Finn PzIV never saw real-life combat, so it's available only in August 1943 at extremely high rarity.

    * The suppression thresholds for panicking, breaking and routing are a bit higher.

    * Fatigue rate for sneak movement is moderately reduced.

    BUG FIXES:

    * Corrected MG texture problem with Sd Kfz 250/8

    * Correction to a unit's name in the Italian TO&E.

    * Corrected a problem where a planned movement path would sometimes turn red if placed over an unspotted enemy tank.

    * Fixed a bug that sometimes caused very small quick battles to have no forces for one side.

    * Captured units will not be imported into a new Quick Battle which loads in an existing game map.

    * Kubelwagen's horsepower and top speed ratings are corrected.

    * Italian ski troops use proper italian 'icon' in scenario list.

    * Finnish 76mm artillery spotter correctly listed as 76mm.

    * Corrected a problem where soft vehicles could take too much damage from ordnance weapons.

    * Fixed an unhandled exception error at 0x004829BE.

    * Automatic force builder in Quick Battles is less likely to pick Pioneers/Engineers, especially for the defender.

    * (French version) The +/- editor buttons for setting the number of flags in a battle appear normally

    Version 1.01

    MODIFICATIONS:

    * Setting up a defending unit (which is prepared to dig a foxhole) on top of a 'shallow' crater (one that does not register as 'crater' with the LOS tool) will not remove the shallow crater.

    * Tracer graphics are larger at higher camera elevations so they're more visible.

    * Vehicle bog rates are reduced somewhat, especially in drier conditions.

    * Mortars have a smoke puff when they fire.

    * Mortar tubes and bases are textured.

    * Metallic ricochet sounds won't be played when firing on a unit that's near a metal object if the firer is very close.

    * Units' colored bases are drawn at more appropriate heights.

    * Passengers inside a halftrack are more difficult to spot.

    * The 'split' half of a squad begins with no movement orders even if the original squad had some.

    * Action computation is about 15% faster.

    * Crews in immobilized tanks do not bail out so quickly when being struck by harmlessly small shells.

    * Ski troops moving in a building lose their skis.

    * Vehicle rotation speeds are lowered when the vehicle's forward speed is very low.

    * Quick Battles may be set to last up to 120 turns.

    * The officer-level 'rank' graphic indicating an HQ vehicle is shown for enemy vehicles only at the very highest level of 'identification', so it's now a bit harder to determine which enemy tanks are the HQs.

    * Ordnance may be moved through a wood fence (slowly).

    * Late-war Soviets, and mid- and late-war German army units, and all SS units have new 'rank' pictures.

    * Infantry units are less likely to move out of the way of oncoming vehicles (the vehicles must be heading more directly at them).

    * Generated maps which have hilliness set to random will never be created totally flat (though you can still choose 'flat' directly if you want).

    * Finns can be assigned panzerfausts in the editor on or after May 1944 (but note that they should be considered very rare before July, and even then are far less common than they are among German troops).

    * Finnish StuG III vehicles are now the "early mid" version, not the "early" version (note: 3D model is not changed, however).

    UNIT DATA CHANGES/FIXES/ADDITIONS:

    * Finnish StuG III becomes available June 1944.

    * Soviet 50mm mortar is available until war's end (Airborne uses it).

    * PTRD ATR removed from two TO&Es that had it appear before September 1941.

    * Valentine IX now carries the Mk. V L/50 6 pdr gun (rather than the Mk. III L/43 version).

    * Max MG range for M17 halftrack is now 2500m.

    * M17 halftrack crew may not button up.

    MODELS:

    * New vehicle models: BT-5 M1933, BT-5A, BT-7 M1937, BT-7M, BT-7A, T-70 M1943, Toldi II, Zrinyi, TACAM R-2, Brummbaer (mid and late), Pz IVG (mid and late), Pz IVH, Pz IVJ, Pz M15/42 738(i), Semovente L40 da 47/32, Csaba, Nimrod, Ansaldo CV-35, R-35, R-1 Tankette.

    * Lowered crewman in Nimrod.

    * Small fix to 76mm Sherman.

    BUG FIXES:

    * Prisoners cannot be given covered-arc orders.

    * Corrected a problem where bailed tank crews from a saved game would show graphical problems with their uniforms or crash when clicked on.

    * Corrected a problem where it was possible to group-select units, and include an enemy unit when giving orders.

    * T-40 tankette info panel mentions the combination 12.7mm/7.62mm MG mount (it was already in the game data).

    * Fixed some problems caused when a covered arc is set by clicking on the "sky" at lower camera angles.

    * Orders delay will update properly when a mid-path waypoint is deleted.

    * Vehicle TacAI obstacle-avoidance won't remove seek-hull-down orders at the end of a movement path.

    * Update to torso texture for late-war Soviet Naval infantry platoon HQ.

    * Corrected a problem with the Play Balance setting, when duplicating tanks they are now given proper HQ links (if any are required).

    * Corrected a bug that would show a partially-identified Kubelwagen as a "jeep".

    * Corrected the "gun rack" graphic for the Orita SMG.

    * Corrected some tank data window display issues relating to which and how many armor penetration data sets (by ammo type) are shown.

    * Passengers on a bogged-down tank don't hover in midair.

    * ATR units on skis don't show their ATR set on the ground.

    * In a TCP/IP game, a squad that begins the scenario split into teams, but during the setup phase is recombined into a single squad, won't "re-split" into an "extra" team upon completion of the setup phase.

    * Graphically, passengers fit better into halftracks and are placed more accurately on the SU-122.

    * Armor penetration of the Russian 122mm HE round adjusted down slightly.

    * Corrected a rare problem where the end turn number was displayed as garbled text.

    * Corrected a problem that could cause grain, brush, and rough terrain not to affect line of sight properly.

    * Infantry intending to disembark won't delay doing so when their vehicle is bogged.

    * Fixed a crash bug that surfaced in the "A Battle of Minors" scenario.

    * Fixed a bug that sometimes caused units to be (incorrectly) shifted between battles in a "static" operation.

    * Corrected rarity for the 57mm ZiS-2 AT guns in the Soviet Motorized Rifle Battalion (Tank) '44.

    * Split-squads won't give victory points to the opponent at the end of the game by counting their men as 'dead'.

    * Optics quality is not listed in an enemy unit's data window unless the unit is (mostly) identified.

    * A main gun icon won't be shown in the 'gun rack' display for an enemy unit unless it's (mostly) identified so as not to give away too much information about, for example, a howitzer-armed halftrack.

    * In a two-player Quick Battle, the results of map-generation parameters set to 'random' are not shown to the second player before he purchases units.

    * Corrected problems with MG rotation/elevation graphics on M17 halftrack.

    * Sometimes, enemy troops 'imported' from a previous battle map into a Quick Battle would not be spotted immediately at the end of the setup phase when they should have been. This is corrected.

    * Crews won't abandon MG-pillboxes/bunkers that run out of ammo.

    * Infantry movement speed reduced in woods.

    * German 75mm recoilless rifle shows gray camo in early war and yellow in late war (instead of vice-versa).

    * Backspace/delete key works to delete a waypoint *during* the giving of movement orders as well.

    * SPW 250/1 and 251/1 don't automatically button up to use their MG.

    * Corrected a swapped-bitmap graphic problem in the 45mm Model 42 gun model.

    * R-1 Tankette data window lists both MGs correctly.

    * German 75mm and 105mm hollow-charge rounds don't skip December 1942 for availability.

    * Quick Battle-imported troops are not subject to further random experience variations.

    * Corrected some problems where the mouse pointer would give away too much information about unspotted trenches, roadblocks, and barbed wire.

    * Quick battles played in other than the southern region do not always have "damp" ground in clear weather.

    * Corrected a graphical glitch where occasionally a sound contact would show an infantryman carrying a "blank" weapon.

    * Corrected a problem where a tank, abandoned between battles in an operation, sometimes continued to move under its original momentum in the first game turn.

    * (German version) Minor text corrections for grammar and screen placement.

    ---------------------------------------

    Game manual errata v1.01

    ***

    page 9 - CHANGE

    Getting started - computers running windows

    1. Insert the CD-ROM into your computer's CD-ROM drive.

    2. The CD does not Autoplay. Browse to your CD-ROM drive from the 'My Computer' icon on your desktop. You will see a single file called "CMBB Installer.exe".

    3. Double-click "CMBB Installer.exe" to begin the games installation. Default install location is C:\Program Files\CMBB

    ***

    page 9 - CHANGE

    Starting up the game - Computers running windows

    1. Make sure your Combat Mission CD-ROM is in your drive.

    2. Click on the Start Button

    3. Select "Programs"

    4. Select the "Combat Mission Barbarossa to Berlin" Program Group.

    5. Select the "Combat Mission Barbarossa to Berlin" entry to launch the game.

    ***

    page 63 - CLARIFICATION

    Antipersonnel Mines

    The manual says that units will refuse to enter a minefeild once it is known, however, in the next paragraph it says that Mines that are known are less likely to go off because the troops are paying more attention. That seems unclear.

    What is meant is that a unit current moving THROUGH a minefield is less likely to set off subsequent mines as they try to get out of the mined area.

    ***

    page 53 - ADDITION

    The environment - terrain

    A description of craters and cemeteries terrain is missing from the manual.

    CRATERS

    Craters are similar to foxholes in their game effect (in fact they share the same textures) and the concealment and cover they provide to troops, but unlike foxholes they come in various shapes and forms. First of all, craters can be placed by the scenario designer on the map, or randomly for a computer generated map by setting the "damage" value in the preferences to "light, medium, heavy or excessive". Craters can also appear on the map as a result of combat, specifically upon impact of high explosive and other gun rounds and other heavy ordnance, like artillery.

    However, not all craters which are seen on the map are useful for cover purposes (ie. deep and large enough). Some craters are considered "shallow" (you will notice that they are a tad lighter than "deep" craters", and do not provide any additional cover. If in doubt, you can find out which type of crater you are faxing by using the LOS tool. If the word "crater" appears above the mouse cursor, the crater is "deep" enough to provide cover.

    Craters also slow down movement for both vehicles and infantry, and they also vary in size, with large caliber shells sometimes creating impact creaters large enough to fit an entire infantry platoon inside.

    CEMETERIES

    Cemeteries provide acceptable cover and fair concealment for infantry units against small arms fire, similar to rocky and rough terrain.

    ***

    page 242 - CHANGE/CLARIFICATION

    Troubleshooting - Manual Game Installation procedure

    The manual game installation procedure specified on page 242 is not valid, and the entire paragraph should be deleted. In order to fit the whole game data on one CD, we had to compress the game data heavily, so that a manual installation procedure is not possible by copying individual files. Unfortunately the manual was already in print when this decision was made, so please disregard this section of the manual.

    ***

    page 252

    Support email - CHANGE

    Please note that all support requests should be sent to support@battlefront.com. The old feedback@bigtimesoftware.com email address will not longer be functional.

    ***

    page 3

    Game Credits

    Additional Foley Work - Patrick Zimmerling (sorry for the typo, Patrick!)

    Voice Talent - Marco Germani (Italian Voice Talent)

    Historical Research - Michael Rausch (providing original Wehrmacht documents, especially on optics)

    Additional help - Chris Jenkins (providing a huge database for names for many nations in the game)

    Sorry to all of the above for leaving you guys out!

  4. Originally posted by Brian Rock:

    </font><blockquote>quote:</font><hr />Originally posted by DekeFentle:

    I need to weigh in on this one folks. Personal experience has left me with a vivid memory...

    Thanks for the personal perspective, DekeFentle.

    How long do you think it took you to cover the first 100m, and how long for the next 20?</font>

  5. I need to weigh in on this one folks. Personal experience has left me with a vivid memory.

    On the second evening of the Gulf War despite being a member or perhaps because of that membership in a Bradley scout platoon. I was invited along with the other nine members of my section to “Dismount and determine if that enemy OP 300 meters to your front is occupied.”

    The plan was to maneuver forward under covering fire from the other two sections. Without going into all the details of how we accomplished this feat I want to tell you that after moving that 300 meters I was in a state of physical exhaustion I have never before or since felt. In game terms I would say we moved to contact the first 100 meters under the cover of smoke and advanced the final 200 (perhaps less certainly not more).

    I believe that we were all very fortunate that the position was abandoned prior to our arrival as our ability to take the position in the face of determined resistance was severely degraded by our physical state.

    This maneuver was performed at dusk in good weather (45 F) at MOPP level 1. I carried an M16, LBE (sans canteen) with eight 30x clips, gas mask, two smoke and two fragmentation grenades. I can’t remember how much weight that was but it’s not much. I was, prior to the gulf conflict, a member of the 2/11 ARC and as such had received a high level of physical training and at the time was probably in the best shape of my life.

    The adrenaline rush that you get is astounding in it’s proportion and the let down is on the same scale. I find the current model in CMBB to be both realistic and playable, albeit it requires you to carefully manage your movement to contact and assault upon the enemy positions. Having said that I acknowledge it takes longer to set up for the attack and I would not play a QB from the attackers side with less than 30+ turns.

  6. Leoo you out there son? Your lack of reply worries my soul. Send a turn ya git!

    Mace surrender and let us adjourn to the Eastern front.

    Marlow those uber infantry will not prevail. Let's get this one over with and as above move on to the steppes of the motherland.

    As to the rest of you woebegone, whimpering whannabe’s, do put some heart behind. The content has of late been middling and as such hardly rates a yawn much less a reply.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  7. Mace & Marlow I did send the turns although I probably deserve being ignored based on my sudden departure of the past, ya both probably remembered your passwords took one look at the map and went screaming into the night. I musta been pretty good at this game back then cause yer both gettin yer arses handed to ya.

    Leo is about to do the die a lot thing.

    Meeks looks interesting. Message me if you need a beta tester in the future.

    Water Boy I'll edit later just to put in your favorite part.

  8. Originally posted by Agua Perdido:

    Snip... However, since DekeFentle's return (who persists in using 'humanities' as the possessive of 'humanity,' the illiterate pillock--no manner how many times we whack him with the Meeks brick) you're only the second-biggest idjit in the 'Pool.

    Agua Perdido

    I do it for you AP.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

    [ November 07, 2002, 04:52 PM: Message edited by: DekeFentle ]

  9. Originally posted by Joe Shaw:

    GekeFunnel, you were an idiot the first time you dropped in here ... I see no evidence of improvement ... Sod Off!

    Joe

    ***Deke chuckles*** Name twisting and idiot? Come now joey even an ineffectual dolt like yourself should be able to come up with something a tad better than that. My, my, my just not the same old Kinniget I guess.

    I recall your bag of never ending excuses with regards to playing when challenged was full to overflowing the last time I had discourse with your le bas du bas personage. Having perused the MBT for the last couple of weeks before making my presents known I can see this is still the case.

    I could be wrong of course, it has been a couple of decades and I’m due. If that is the case then please name your terms and I’ll send along something to put you in your proper place.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  10. Originally posted by Joe Shaw:

    Didn't we send this one to Coventry ... and if we didn't is it too late?

    Joe

    Joey your petulant posturing is as always a piddling prostitution of good thread space. I was thrown out of Coventry ya git. They told me to come back here straight away and express my love for the good Bard and of course you. Big kiss and lots of huggsies Joey.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  11. Well, well, well our little cherub of naming originality breaks wind and spasms upon his input device with lackluster blathering unfit to be quoted. CMBB ey? Mmmm let me look… Ah yes here it is!

    Panzer Lady if you are able to find your menu item and or short cut and launch the latest offering from BTS throw together a suitable engagement in the 1500 point range and send it. I have yet to defend and so would like to give it a go from that perspective.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  12. Originally posted by Leeo:

    Deke Fenkle!!! I don't remember if you were ever a knight (and methinks perhaps you weren't), but I no longer have our battle saved…

    A knight?! Bite your twisted tongue! To quote myself from long ago…

    I am The Whuppin’ Boy as proclaimed by Lorak the loathed oh so many incarnations ago. The only station above it, is that which will never be bestowed. I alone occupy the pinnacle of pestilence in this farcical fairyland of twittering kinnigets and boot scraping serfs.

    As you are already aware I have located our little nighttime foray (doesn’t everyone keep tape back ups of their home server?) and we have rejoined our stumbling attempts to find each other in this horror you devised so long ago.

    Originally posted by Marlow:

    I seem to remember a game against some lowlife that might have been you. IIRC, you were so inept that I felt sorry for you and was letting you win…

    I am sure you will be thrilled to know that I have located our little conflict and will be sending it post haste upon arrival at home this evening. You have but to recall your pass word. Though I doubt you will pass this test of your long term memory…

    Excuse me I had to wipe tears laughter at that last bit. Associating higher synaptic function to the denizens of this disease-ridden dovecote is a true source of humor.

    Mace you Pabst swilling son of a convict. I have also located your Schwartzkoff like attempt at the “big left hook” and will send this evening.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  13. Hello, howdy, how are ya? I bet a few of you remember me. Then again the mental state enjoyed by the vast majority of the docile denizens of this w00ting hillbilly festival probably precludes recalling what you had for supper last night (road kill in most cases I’ld venture) much less discourse with an august person such as myself. I left rather abruptly and the reasons for that though good and true are irrelevant. My superior memory tells me that I left several games hanging.

    Leo the night time ditty you brewed up was just starting to get interesting. Do you still have it? If not allow me to invite you to be crushed for the fourth consecutive time by your choice of diversions.

    SpeedBump You still out there boy? Your slow asses pace kept the conclusion of my assault from falling upon your misshapen head prior to my abrupt departure. Do you still have the game saved?

    Mace, Marlow I vaguely recall lackluster efforts on both your parts too. Send them if you got’em.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

    Please note new addy…

    DekeFentle@attbi.com

  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Joe Shaw:

    snip and of course the omnipotent DekeFentle (is the lad NEVER to aspire to a station higher than "whupping boy"?).snip

    <HR></BLOCKQUOTE>

    Joey you doddering disenfranchised dolt, its The Whuppin’ Boy as proclaimed by Lorak the loathed oh so many incarnations ago. The only station above it, is that which will never be bestowed. I alone occupy the pinnacle of pestilence in this farcical fairyland of twittering kinnigets and boot scraping serfs. This is yet another example of the flatulent falsehoods and inane inaccuracy’s your spasms upon the keyboard consistently create.

    Please note gentle reader, my megalomania is in remission and thus can not be connected to the truths above.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  15. Lorak once again The Whuppin' Boy has bludgeoned Leo the kinniget of insipid ineptness. In another blood bath my superior tactical genius has proven itself. Please chalk up the following…

    DekeFentle Major Alied Victory (79)

    Leo Another spanking from one who knows how. (21)

    That's four in a row from the lurking serf of PENG. Another debacle is about to start. I have chosen to play the Axis aggressor to your Polish High Quality??? defenders. I see five in a row just over the horizon.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

  16. I haven't posted a hearty Bugger Off in a while and since I know you've all been breathless wondering what I've been up to I decided to bless you all with my pontific presence, even for just a moment.

    Leo send a turn ya git. Barring that address my short memory and let me know if I owe you one.

    Agua Perdido I believe the uber zooks you’ve fielded more than make up for my earlier use of the hardcore Hetzer attack.

    Stalin this one is going to suck.

    Marlow that big left hook you’re trying is going to be fraught with peril.

    SpeedBump pick up the pace there laddy.

    When the Whuppin' boy speaks, gather round and hearken well. Pain is humanities most eloquent mentor.

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