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Joe Perez

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Everything posted by Joe Perez

  1. Playing the Defence of Trig 29 scenario from the new CM Africa Korps game. Playing as the Germans. I have an off-board 105 (150?) artillery spotter. On the first turn I plotted him to start laying down a barrage, which he did, with good effect. At the start of the very next turn I wanted to turn off the barrage to conserve ammo. However, rt-clicking the spotter only brings up commands for various movement. No "Cancel target" or even targeting commands so I can switch to another target. :confused: Does an off-board barrage have to fire a minimum amount of shells before it can be halted/retargeted? The sparse manual that comes with the game does in fact list the commands, including the "Cancel target" order, but I'm not even getting it in order to choose it. :confused: I don't remember this in CMBO or CMBB. Any help appreciated. Joe Perez
  2. I was playing a game of "A Rock in the Flood" where I as the Germans had to escape the map while the Poles tried to cut me off. The Poles did not press their attack across the map very vigorously, so while I had an exit road wide open, I raced units off, well before the end of the game (25 turn game). In fact I was rocketing units off by the third or fourth turn. Imagine my surprise when some aircraft showed up and starting bombing the crap out of me. It made me glad I had exited units in advance, and I kept the exits going as fast as I could. here's the interesting part. Near the end of the game, with only a few turns left, on several turns, crews (2 total) began to pop up in the road "square" where I was running most of my units off. These two crews were DEFINATELY not from any vehicles that had previously been knocked out in that area. This had me wondering. Was the aircraft that showed up launching virtual attacks against the units I had already exited. I forgot to count the number of vehicles I lost on the map, and check it against the number listed in the victory screen. Any info appreciated.
  3. Playing an e-mail game of the 29 Let's Go campaign, and not thrilled about the way the computer decides where it moves the start line after a scenario. As the Germans, I pretty much pounded the Americans, holding them to advancing one bocage field on the left and center, and two fields on the right, where he made his main effort. at the end of the 20 turns, I was in what I like to think of as pretty good shape. Problem is, with just a few turns left, my opponent managed to run tow Shermans, with one mortar tema mounted on one, around my right, through the open field at that end of the map, which I felt was indefensible, and refused my flank, knocking out three Shermans in the open field. Because he was able to move "fast" into my rear for two turns, he reached well into the wheat field behind the front. There was not another American unit within 200 meters of those two advancing tanks, yet the computer moved the start line for the next battle all the way back to the wheatfield, even on my left, where his gains amounted to only 100 meters. Needless to say, I'm not too happy to find out that this is the way the computer fixes start lines for battles in campaings. It seems awful gamey. Seems like another one of those "universal carriers charging victory locations on the last turn to contest flags" deals. Posting this now, but won't be back until Saturday. Any opinions welcome.
  4. OK, I think I get it. When you set up a CMOS ruleset, you specify EXACTLY which numbered .BMP files will be replaced. The building mod options in CMMOS ruleset 300 (buildings) will only afftect the numbered .bmps for the actual houses. Is that it? If so, who's got the road ruleset?
  5. I grabbed every building mod that is CMMOS compatible, and dumped all the files into my BMP directory. Now I get a full array of building options in CMMOS. No "ghostbuster" icons. However, even tho' all the CMMOS comatible mods have the Pavement BMPs included, with proper suffixes (files 674-678), they are not changed when the building mod option is chosen in CMMOS. Since the Pavement files are included in Magua's Normandy "Buildings" mod, I figured that they would be included when I select his buildings from CMMOS. What am I missing? Any help appreciated. Joe Perez
  6. I downloaded and installed the CM Mod Option Selector, and must say the developer deserves an Iron Cross with oak leaves and diamonds. Only problems I'm having so far is with buildings. I realise that the program works by looking for BMPs that are named slightly different from the defaults. But when downloading building sets (Panzertruppen's building and roofs, so far), the read me file is specific in that his textures REPLACE the defaults. Magua's Normandy textures appear to work the same way. In the CM Mod Selector buildings section, EVERY option is "Ghostbustered" out (Big red circle with line through it). Does this mean that the Mod selector options for changing buildings is not completed for the program yet, but in progress by the develeoper, and not ready yet? This would sure involve a lot of work taking all those building files for all EIGHT sets listed and adding suffixes to them.
  7. I noticed and downloaded Panzertruppen's buildings for CM. They look awsome. Only problem is that all buildings in my CM have flattened off roofs, while the buildings in the sample pics of PT's buildings have nice gabled roofs (and roof textures are included). My only guess is that along with new surface textures, I need to get new 3D models (called "meshes" here?) which have roofs. Am I mistaken? if not where do I get these new building meshes? If I am mistaken, how do I get the nice gabled roofs? I will also be posting a question as to why I can't access building options from the CM Mod Option Selector, so stay tuned.
  8. Tom, thanks for hosting the non-tourney version at your site, but... I've actually been wanting to ask you about something for a while, concerning the scenarios, mods, etc at your site. Simply put, I can't download any of them, with the exception of the new "Wingen-sur-Moder" scenario. Victory in the Vineyards and Remagen Bridge are the only other sceanrios that can be selected for downloading. Every "Download" button turn my Netscape cursor into a text-cursor, not a "hand" to select the button. When I click over the word "download" all I do is highlight it, as if it were text in a document. I can see the gray button outline, but it doesn't mean a thing. I still get a text cursor, as if I were in a word processor.
  9. I downloaded this interesting looking scenario and immediately had a problem trying to load it. When choosing "play game" and choosing the 29 Let's Go! scenario, when I "play scenario" I get the scenario briefing as usual, but I never get an option as which side I want to play, and the options I get are the ones associated with multiplayer (Hotseat, E-mail or TCp/IP), which is choose connection. I downloaded it twice from "Combat Missions" and the same problems arise. I tried loading other operations, and have no problem. Anyone have the same problem? Anyone have a clue as to what's going on?
  10. Love the game, but having a little trouble grasping how the game handles victory, ESPCIALLY in games involving exiting units from the map. The manual states that units exited are worth 2-3 times their value in victory points. Well, is it TWO or THREE??? I loaded up a scenario in the editor and couldn't find anywhere in the parameters exactly what a player will get for exiting units. Only the edge of the map units have to exit is mentioned. Does the game assign 2x or 3x randomly at the beginning of the scenario, inorder to stop player from playing the game with a abacus next to their mouse, so they don't "bean count" victory points? Is it random 2x or 3x as each unit is exited? same multiplier for all units? The manual stated units not exited are worth 2x-3x their cost for the enemy. Are units destroyed considered "not exited?" (I would think so). Whether exited or eliminated, are victory points for Infantry/weapons teams pro rated per man, or do you have to wipe out the whole team to get the points? If you exit a unit with one man, are the points pro ratd that way too? I'm playing the Hell's Highway scenario where the orders state that the Brit tanks I get as reinforcements are the units I should strive to exit from the map for the points. Can a sceanario actually have some units worth points for exit and not others? If not, then the scenario briefing is a little misleading. Any help as to how the point system works for exiting units is appreciated. Thanks, Joe Perez
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