Stalin's Organ
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Posts posted by Stalin's Organ
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I don't think so - I've got another one with similar situation now.
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I seem to keep getting AI opponents who are either a bit too easy or near impossible - I've got 4 maxed out pilot/wingman combo's, and they either get opponents with 1 "skill", or with a list as long as my arm - rarely anythign that I would consider comparable.
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I can't get a login - some activity shows on the modem when I try, but then it stops and DIF seizes and has to be alt-tab-ctrl'ed to shut down.
If I leave it long enough it gets a "server does not exist" error.
[ September 18, 2005, 12:56 AM: Message edited by: Stalin's Organ ]
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I've got a wingman who had more experience available to spend than he has accumlated!!
I presume you can check the database - he's Pilot Officer Smith, wingman to Flt Lt Jones.
He's got 36 accumlated Exp, with 1 available and "Extra Energy" - which costs 50 - so he's got 51 ex total spent and available, but only 36 accumulated!!
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I just had an AI leader holding 7 cards discard 2 down to 5.
But he was damaged, had 5 performance and ZERO power (at high) so there was absolutely no reason for him to discard - we wasn't getting any replacements!!
I think the AI should be retrained not to discard if it has 0 power!!
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I use cable too - and I have great difficulty.
Mind you I am in New Zealand which possibly means a few more points for the signal to travel through on the 'net?
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I usually only get 1 successful connection (ie I can actually play a game) out of maybe 5-6 attempts - the others the game usually gets as far as the dogfight screen, but then stops - the planeds all appear but there's no action, and I get fatigued for a mission
When I do get a successful connection & can play it often eventually locks up as above sooner or later.
I'm running Zone Alarm, the 2 DIF prog's are allowed trusted internet access.
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I do this against the AI - I fear the instant revenge!!Originally posted by kuroi neko:After quite a few games against humans, I noticed the "instant wingman revenge" tended to occur less and less often. Most of the time the player with the advantage would adopt more refined strategies, like letting his wingman get the kill on the leader to be able to climb out of reach with his own leader, damage the wingman before going after the leader, etc.
However IMO giving a lessened hand to wingman at altitude is still reasonable - if they're not damaged they'll still get 4 cards at very high, which is not to be sniffed at!
Edit: And of course then the reverse should also be true - more cards for the wingmen if they take over at lower altitude!
[ September 14, 2005, 12:31 AM: Message edited by: Stalin's Organ ]
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oops - no, that would be it - it was hte last card!! Bugger!!
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I played a "vertical roll" with a damaged leader at very loiw, and wasn't offered an opportunity to increas to low altitude
I shot down a damaged enemy leader with a 1:1, then very quickly clicked on "next phase" and he didn't stay shot down!! He did hte "shot down" animation, but then came back remained exactly as he had been before, with opnly 1 point left, disadvantaged, etc.
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Does that apply just to cards, or also to the "one off" things like "draw an extra card" and "redraw"?
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Yes I know I can change the pics - I just dont' want to have to!
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Hey don't knock it - those early screnshots were what sold me on hte game - sure they're crap now....well OK they were crap then too... .....but they were still hte only 3D tactical WW2 game in town!
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The AI seems to almost ALWAYS discard - even when it's holding an over-full hand (eg power 6 but is holding 7). It always discards down to the level where it will get a full hand again, but I'm sure it isn't holding that much rubbish.
Wingmen don't keep their pictures when their leader gets killed and they gets promoted - minor, but irritating!
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You're not playing DiF - you're playing hte BETA DEMO!Originally posted by Skuderian:Hi!
Now lost my leader with 178 kills cause of this problem.
I will not continue playing DIF until this problem is solved.
And for the price the game is still great!!
Dont' be such a cry baby - part of hte purpose of betas is to identify faults.
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290mm is hte calibre.
Re HESH: the round cannot have been HESH according to Hogg's "British and American Artillery of WW2".
HESH was developed after the war, from the "Wallbuster" round developed for the British recoilless guns. This round (which was essentially HESH), was designed by Sir Dennis Burley for his range of RCL's as an anti-concrete round - the 7.2" Wallbuster was trialed against a 5 foot thick concrete wall, and blew fragments 60 feet beyond it, cut the reinforcing rods and "severely bulged hte wall backwards" - however the success of hte Petard mortar removed the requirement for it and only a handful were built.
In August 1944 the 7.2" gun was trialed against 6" (150mm) armour plate -
Page 237.....the shell blew a 117 lb scab, 19" x 24" off the back of the target plate at an estimated 600 feet per second, and this led to research into defeating armour plat which, several years later, was to lead to the squash head shell. -
I rarely get to play online any more as I don't get many successful connections, so I play local most of hte time.
And I'm getting some freezes during games - so far whena wingman has been seelcting manouvres, and when a leader is choosing altitudes.
In each case the AI just sits there with its wings gently rocking and no decision happening
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Could you put in some rules for "suspicious" disconnects? Such as the high exp pilot vs a 2:d - or any other card that will make him damaged or destroyed.....or indeed any pilot who disconnects in such a circumstance!
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Probably - isn't that what I said?Originally posted by JasonC:Mike - if you follow one person, yes you will find him out of action a lot. But the front is continuously manned. If you scan along that continuous front at one point in time, yes you will find quiet sectors, lots of them. But there will be fighting going on somewhere pretty much continuously.
And isn't that why the averages are so low? Over the vast majority of hte front nothign at all is happening, even tho it is manned and "ready for action".
Galatas, CreteHow do I know? Because 4-6 company scale actions in CM won't inflict 100 losses or less on the attacking side. Not remotely. Wrong order of magnitude. Nor will the attacks take several hours in CM, which they did in the real deal. Nor do they burn a week's ammo in half an hour.
'nuf said - I suspect there are plenty of other examples ex
I disagree - that is not the standard picture I have of combat from wargames - well at least not decently designed ones!You can't wave the issue away, it is real, not an illusion. The standard picture of combat we have from wargames, that units all arrayed and under command doing exactly what they are told as organized blocks, mashed continually against enemies and attrited each other as fast as their weapons could fire, is entirely imaginary.My "standard picture" hasn't been that for 25-30 years - instead my picture is of frustration when troops refuse to advance or run away, of blood and guts and screams of the wounded (men and animals), and of hte smell of gunpowder and/or blood mixed with sweat.
But only at "the sharp end" - most of the army simply isn't in combat at any point in time.
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Pilots are definitely getting fatigue from missions that do not start correctly - I have a brand new pilot with 6 from 2 such missions in a row.
The other pilots are not losing fatigue tho'.
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Slitherine started doing some stuff for GDW - IIRC they used to have some info on how it didn't work out on their web site, but it's not here any more - it was a "tricky" relationship.
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Doh! I hadn't noticed that so many skills were not on-going.
Thanks
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I think the computer might be losing skills gained immediately before a mission if that mission is scrubbed through a lost connection and hte pilot isn't actually killed by it - hence I've got a number of wing men with accumlated experience but no skills because I usually purchase them immediately before a mission rather than immediately after.
It's just a suspicion I have, so I'll try to "prove" it.
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The reason for putting the armoured deck under the hanger was to keep the centre of gravity lower.
Midway will be the first new campaign added
in Down In Flames
Posted
Good oh!