Immolator
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Everything posted by Immolator
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Twenty five MEGS!! Now I have to be nice (or even nicer) to my wife so I can use her business DSL line to download the patch! Jeez! Where did I put that box of chocolates...
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I had a 733 mhz cpu HP computer with 64 megs of RAM. CMBB ran just fine, but CMBO was hurky jerky. My solution was to upgrade to 512 Megs of RAM and CMBO runs great with graphics and sound at the max. The upgrade was only about 60 bucks and helped the computer speed in other areas also, e. g. graphics on the net, etc. Therefore, my recommendation is to get plenty of RAM while it's cheap.
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CMBB INSTALL ISSUES! COME HERE FOR LATEST INFO!!!!
Immolator replied to Madmatt's topic in Combat Mission - Tech Support
Matt, Your workaround of downloading a couple of files worked great! I've been able to play the game just fine for a week or two now. The way I figure it, I'll get the replacement CD when you guys are able to send it. Since I can play the game, there is no rush for the CD, so take your time with it for guys like me. You've done a fine job with the quick fixes for a vexing problem. Thanks again. And don't let the turkeys get you down. Come to think of it, Thanksgiving is just around the corner... -
Thanks for the link, Brian Rock. As a teacher it has lots of potential in future lessons for my middle schoolers in their use of the internet.
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Congratulations, guys! It's busted 90!
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Backing up to the original thread. Keep in mind 2 and a half week or 3 week turns are possible. These are options to keep the number of turns low for a game such as SC. Being able to complete a game in this lifetime is a serious consideration for a good game in the genre of SC.
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CHQ was a super game. WWII and modern day setups gave it great flexibility. And how about those spy satellites, nukes, and buying the alliances of various countries. Like SC, it was simple to learn and operate the forces while leaving lots of choices to make. Loved it!
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NOTICE: Please hold off on patch v1.03!!!
Immolator replied to Hubert Cater's topic in Strategic Command 1
Whew! Thanks for the warning. I have enough memory leaks as it is. Let me see, where did I put that mouse? -
Except his extended family will start posting. Bad game, Israel!
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The capital as supply center seems to work o. k. with smaller countries, but becomes a problem with Russia's large area. Perhaps units in Russia should trace a supply route to the east edge of the Russian map. Just a thought.
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Surrounding Moscow may be a real problem for Russia if troops can no longer be placed after that event. In one of my PBEM games this is a real possibility and would ruin a long and bitter defense of the motherland. There should be an option for moving the capital to the Urals if Moscow is threatened with being surrounded. This would eliminate such a problem which I think is not realistic at all.
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Well done, SamiV! When can we download it?
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Suggestions and Future Wish List -Weekly Turns & Weather Zones
Immolator replied to J Wagner's topic in Strategic Command 1
I do like the weather idea, J Wagner. I'm enjoying the game "as is" but the chance of mud in Oct/Nov could really put the pressure on the Axis when pressing for Moscow. It could also make a mess of Allied invasion plans. A bit more interesting than the varied time taken by different seasons now modelled. The idea for weather also sounds uncomplicated enough to implement in the programming side of things. But I'm not a computer programmer, so what do I know? -
What is the most pressing change needed?
Immolator replied to Jeff Heidman's topic in Strategic Command 1
First, I'm glad to hear that PBEM replay will be included. It should add to the fun. Secondly, a couple of things that I would like to see tweaked are: Strategic bombers doing more damage to industry. They cost too much to bother with knocking out a couple of MPP's of the enemy. The same goes for the submarines. Lower their cost or destroy more MPP's. The sub cost doesn't seem to be worth it as they are readily destroyed. Damage to naval units when bombarding a port gets too expensive. Why bother for a couple of MPP damage to the enemy? I also like the idea mentioned in a previous post which would allow naval units in range to interdict transport ships. Having some report at the end of the game. The demo doesn't have this. I should probably assume this will occur, but I'm just tossing in my 2 cents. Working out some way the undo move in PBEM doesn't tempt the cheater in us. I know security can be overcome by those persistent enough. Just make it as inconvenient as possible to reduce the abuse. Overall, I do like the game and look forward to playing the full version. It looks like a winner to me. -
No PBEM replay for opponents turn????
Immolator replied to Jeff Heidman's topic in Strategic Command 1
Thanks for including PBEM replay, Hubert. I consider it a feature which greatly enhances the FUN of the game. You've made another sale. -
EXTREME CMBB FAQ, Open At Your Own Risk
Immolator replied to Panzer Leader's topic in Combat Mission Archive #4 (2002)
I love screen shots. The detail is great. Now my question is: CMBO runs fine on my computer, but will CMBB have greater power requirements forcing me to purchase a new system? If so, it could breathe new life into the tech stocks... -
Well thats it. It's happened. Ive become a lurker.
Immolator replied to LGMB's topic in Combat Mission Archive #3 (2001)
I'm with you, Lord General MB. It must have been that 512th post with the word "gamey" in it that threw me into Lurker Mode. Later -
Well thats it. It's happened. Ive become a lurker.
Immolator replied to LGMB's topic in Combat Mission Archive #3 (2001)
Oops! Accidently posted... -
Are snipers good for anything...?
Immolator replied to ElGuapo's topic in Combat Mission Archive #4 (2002)
I may be using more sharpshooters in my games. In one recent PBEM QB, one of my 81 mm mortar teams kept having a morale problem. Panicking and running to the rear instead of getting to that point where they could lay down some fire on some enemy squad. Next thing I know 2 of the mortar team is dead and they weren't worth much for the rest of the game after they became broken. Later I realized it was a German sharpshooter who caused all the disruption as I managed to kill him, ran across his body and identified him. He was a good investment for the other side. -
I like to use the crews if necessary. I had one crew move forward and take out a panzerschreck team that was messing with my TD. It was sweet revenge for the crew and saved the TD whose protective platoon happened to be in a panic since their HQ was gone. I think using crews is certainly OK since the points system places added risk for the player using them.
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Actually, CMHQ is a BBS called Combat HQ that you can access for lots of great info. You'll find that after spending lots of time on the Battlefront BBS, you can go to the CMHQ BBS and spend lots more time. Heh! Go there and you can find the terrain effects chart. Later
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Zen and the art of CMBOPBEMing
Immolator replied to Kallimakhos's topic in Combat Mission Archive #4 (2002)
Be two with the split squad... -
Forget the mortgage! Get the game!
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Use of HT, en mass - supression of enemy fire
Immolator replied to Agua's topic in Combat Mission Archive #4 (2002)
Agua, don't spend too much time dinking around with the AI. The human opponent can teach a lot more in much less time. A couple of antitank guns on the other side will keep those halftracks from charging across the board. I found that out the hard way and now use them to sneak around and snipe at infantry from time to time until the antitank guns have been dealt with.