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Agua

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Everything posted by Agua

  1. Except for the fact that it would likely deprive us of a new CM WW2 title for probably at least three years, maybe four. Personally, my interest in non-ww2 warfare is not so strong as to forego the the latest and greatest CM product for that long of a time period.
  2. NO! WE'RE NOT DOING F'ING BLODDY STONEHENGE!!!
  3. Welcome. I'm trying to convince an old wargamer who has made the conversion to computer wargames to purchase cmbo. He's probably about your age. The last thing I told him was pretty close to what you stated above: this is the kind of game that will cause him to question WHY in the world he waited so long to get it. Anyway, I can certainly relate to the emotions the game can evoke, though, my Dad's still alive. Best choice you could have made in choosing a wargame. I've been playing close to two years now and I'll get a little burned out for short spells, but return in short order.
  4. Since the v1.01 patch, I haven't seen anyone complain about the infantry being too "brittle". Personally, I was happy with the v1.0 model.
  5. Listen, folks literally threw a friggin fit on this forum because of their problems with the infantry model. There were probably at least five multi-page threads with folks commenting "this sux, they're worthless". Some of us learned to deal with it and grew to appreciate it greatly. Don't we have as much of a privilege to comment that we like the old model as you did to scream v1.0 infantry were useless? And Mandchildstein, he he hee... completely pulled out of your butt, but ".67" seems a little high. Maybe .65.
  6. Honestly, it almost seems like maybe there should be a maybe a lengthening of the the time that a unit stays "pinned" or something. Maybe go to "panic" as easily as in 1.0, but recover quicker and more difficult to break than in 1.0. I dunno, just throwing ideas out.
  7. Hmmmmmm........ wonder if there's any way they could make the morale-under-fire level between 1.0 and 1.01 an option?
  8. Yes, that was one of the tweaks in v1.01. Its documented in the accompanying readme. Whether it's more realistic or not, I don't know. I have been able to suppress and assault apparently unsuppressed HMGs now with single platoons at relatively close range in open terrain (under 60m (?)) utilizing the advance command with squads consisting of regulars / vets. Now, at longer ranges in open terrain, they're still pretty likely to be "shaken" and then "pinned". My experience is that would not have been possible with v1.0 inf. I *felt* like the caution that was required in v1.0 seemed to be more what I would imagine to be "realistic", but as I stated initially I really have no idea whether it was or not. Also, though I don't think it's documented in the v1.01 readme, the troops seem to not tire as easily. Steve commented recently that he believed that the tweaks really had more of a noticeable effect upon regular and vet troops than green / conscript. Personally, I enjoyed the challenge presented by the 1.0 infantry, but I realize I am probably among an extremely small minority judging by the caterwhaling that went on. Personal likes / dislikes are irrelevant though and if BFC honestly believes the current morale-under-fire model is closer to reality than v1.0, I have to trust their integrity on this matter. It certainly requires less caution than it used to, though.
  9. Thanks Chris. BTW, have any idea how many folks have dl'd you CMBO charts over the years?
  10. Don't rush the master. Terrain mods, imho, make the biggest difference in appearance of the game of anything. I'm so pleased DD has surfaced to work his magic with CMBB. I almost went hunting through the archives to find an e-mail address for him to request that he create a terrain mod for CMBB. [ November 25, 2002, 05:36 PM: Message edited by: Agua ]
  11. Yes, it is, isn't it? It's challenging for either side, an interesting mix of units, interesting terrain, the turn limit neither rushes you nor leaves you hitting "GO" near the end, a manageable size ... That scenario has a lot going for it.
  12. ditto. Alternatively, generate a 5,000 point assault QB with a 200% force bonus to the assaulting side, huge map size, clear weather, mid day. I don't know what terrain options are the biggest strain, but anything other than treeless and flat ought to get you where you want to go.
  13. Crap! I'll have to wait till I get home to get a look at it in light of the fact this computer at work is incapable of really demanding tasks such as viewing photo files.
  14. DD, I'd like to request that you consider doing an "ultra high res" version for those of us who have fast machines. Juju took this approach with his pavement mod and it is stunning and caused no noticeable sluggishness in large city maps. I can't even imagine how good an ultra high res terrain set prepared by you could look.
  15. Ditto. I hadn't noticed this prior to the 1.01 patch. There's another post on the first page concerning premature ID'ing of a HT.
  16. Yeah, I noticed one yesterday where the model displayed on a non-ID'd truck was of a truck, BUT the text stated "light tank?". I didn't notice this type of thing prior to 1.01.
  17. Subdued version installed! Thanks man. Very nice effect there. Question, though - what causes that stretched out appearance during setup? It doesn't make a flip of a difference because it staightens out once the setup phase is overwith but I'm just curious.
  18. Well, the reinforcements popped up RIGHT where I needed them. That is, right at the point, temporally and positionally, where my advance was about to stall. In light of Germanboy's comments, completely fortuitous I suppose. Yeah, it was kind of on the easy side, but still very enjoyable. That is, the outcome was in doubt in my mind until the last couple or so turns. Nice job.
  19. DD, do the Steppe terrain and the grass / steppe doodads too, PLEASE!!!??!?!!??
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