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Erwin

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Everything posted by Erwin

  1. I meant "Humans I have some even tenuous (as in online) relationship with." It really is an age thing. My wife just got a iPad (and I think it's awesome BTW). Of course there is no manual so you have to ask or go online just to figure out how to turn it on and off. I assume that people younger than a certain age have this stuff wired into their brains and it's obvious to them. When in doubt, ask a 12 year old.
  2. Is this the same xnt mod as the one you posted a month or two ago, or is it updated in some way?
  3. Any system that can play CMBN should be able to play CM1 games easily. Actually, you will be able to play the monster CM1 games that would slow down an older system to a crawl. Finally, you'll be able to play with the largest maps and with an (almost) unlimited number of units and resolving the turns won't take hours (maybe a few minutes at worst). An off the shelf Dell XPS with a decent videocard and 4GM Ram should be fine. (But, Dell uses cheap components which is why I have mine custom built nowadays - the quality of components makes a big difference imo.)
  4. Actually, here's the weird bit, even though there are 4 spaces in one of the AFV's, only a 2-man team can enter it. Someone else must have noticed this...???
  5. Sorry, not the ATGM AFV's... I meant the Coyote Recon vehicles. When the crew of 4 bails out it seems no other inf no matter how few (4 or less) can enter to get the ammo. I must assume others have noticed this a long time ago. Any fix or...?
  6. Thanks Euri (and Snake). Happy to report that I always do that with nearly ALL my units at the start to avoid giving away positions and getting into unwanted firefights when calling in arty or air would be best.
  7. Snake: I really appreciate you taking the time to answer and clarify how to use Recon units. It is completely understood that your comments refer to their use in the CMSF game. So, to clarify, what I think you are saying is that: "In the game, and your scenario in particular, it is better to keep the recon teams within support distance of each other. If they can find a safe route that appears not covered by enemy, only then to bring their supporting AFV's closer to them preferably in hull-down positions but able to cover the further advance of the recon teams." You are also saying that: "It is not advisable to separate the teams and have them move with only stealth as their protection (unless it's at night or dense cover?) cos the game limitations will make them vulnerable to ambush - the enemy will see them at the same time the teams see the enemy." In addition: "In the game, one would load the Recon teams with Javelins (unrealistic in RL due to weight) and use the recon units as "stand off" AT units when needed." Does that imply that you may as well load em with other AT assets like regular inf usually possess and just use the recon teams as weak inf in many situations? Does the above accurately reflect your suggestions? Am still a bit curious as to the use to the HQ unit. Is he more useful IN his vehicle, or on the ground? For the HQ to be useful for bringing down arty/air, that seems to imply that he has to also stay close to the recon teams - or at least have good view of where they are going or may encounter resistance. But, that could mean that he moves forward in his AFV when the recon teams have reconnoitered a safe route. Thanks again for your very useful guidance re recon in the CMSF game.
  8. Yes, I should have added that shapes should also be a part of the non or lesser text interface.
  9. The Nazis had a policy of mass extermination of pretty much anyone they didn't like. They simply hadn't gotten around to many other races due to too many resources going to fighting the Allies. Gypsies, Gays, mentally ill, disabled, Poles, Russians etc etc were all going to be eliminated or turned into permanent untermensch race slaves with no education so they could never rebel due to no understanding of how the world works. All the slaves would be required to do is learn a series of obedient grunts. http://histclo.com/essay/war/ww2/dc/cou/pol/no-sch.html Actually if you look around today you may see how we have implemented some of those ideas in our education system today.
  10. From reading the posts here for the last year, the question is how fast does it take to be the first person to download and start up the game and then log on (to post a complaint)? I dunno how Steve and the others have handled it over the last 10+ years - hope they have access to good psych counselling. I would have been a major employer of ex-vet mercenary hit squads by now lol.
  11. In particular the Canadian ATGM AFV's have a crew of 4 and and are packed with extra munitions. But, the crew cannot acquire anything, and if they dismount, it seem impossible to get a small inf team (3 or 4 guys) to board so as to ACQUIRE anything. Is there a way around this, or is it a bug??
  12. Would appreciate advice to make sure I am using RECON troops in an appropriate/realistic manner: 1) In a typical CMSF scenario frontage would it be realistic to have each recon team of a recon platoon in a completely separate part of the front - ie totally independent and relying solely on stealth? 2) In this instance would they have at least a squad or more of reg inf following to rescue them out of trouble?? 3) Or, would the 2or 3 recon teams stay together so as to support each other, but without any other support? 4) What is the role of the HQ guys? Do they accompany the teams on foot to provide quick air/arty support, or are they sitting back in their command AFV with feet up drinking coffee until something squawks on the radio? I know that often teams have their own AFV's for "support." But, I presume that having a loud, dirty spewing AFV trailing you by a couple hundred meters sort of defeats the point of stealthy recon to find good LOS locations from where to spot enemy units(??) Also, when teams are the sole crews in AFV's is it normal to dismount them to do foot recon a significant distance from the vehicle as opposed to merely peaking over the ridge a few meters directly in front of you? It seems odd to leave such a powerful support machine while the team wanders off hundreds of meters away on foot. But is that what they do? Thanks...
  13. Possibly a helpful hint: I always keep a copy of all Mods downloaded in a back-up folder so if you decide you don't want one or want to experiment with mods that would conflict if together, you can delete knowing you always have a backup folder (that you NEVER delete from). I also keep a BU folder of all zipped mods and scenarios etc for the same reason.
  14. Good idea. Whenever possible eliminate text for colors - humans process that much faster. Maybe it's different for programmers tho'...
  15. I am never going to buy any more of Abneo's scenarios!!!
  16. On my Win 7 after I click START there is no RUN command. You're right... I should Google, It's still hard to remember to do that when you weren't raised in the computer age and are used to asking humans for help. Using the HELP button got me to the tool and apparently I have DirectX 11. And all the CM1 games run fine,
  17. Re: The SS guy on the Arnhem Bridge trying to save his CO Grabner. http://en.wikipedia.org/wiki/Viktor_Eberhard_Gr%C3%A4bner
  18. It's one of the odd "improvements" over CM1. In CM1 units would shoot at units outside of the arc if they deemed them to be a threat. Worked fine for me. But, someone musta complained... probably done for the milpro crowd to make it more "realistic".
  19. Royal Mud Marines (UK) has lots of requirements for engineers to blow holes in things, if anyone wants to practice. You have to play a ways into the scenario to get to the buildings. But it is one of the best/most fun CMSF scenarios I have played. (I think there is a USMC version as well.)
  20. You can thank HUGO BOSS for the great-looking SS and other Nazi uniforms... And you can still buy his stuff I am told. Isn't that what James Bond wore in Casino Royale etc?
  21. Yes, there really needs to be a simple fast way to get 180 degree arcs. I use em a lot and it takes ages compared to CM1.
  22. That may be true DL, but from the masses of docs I have watched on the "Hitler" Channel, they were specially selected and trained in the 30's and at war's start. They got a reputation for being willing to take high casualties, to be especially ruthlessness and most importantly very high esprit de corps compared to the Wehrmacht - kinda like the Marines vs the Army. The SS got the job done when the Wehrmacht hesitated. As the war progressed and casualties mounted the SS were forced to take more and more "unter supermen" type men - including those with some Jewish blood, a Moslem unit etc. http://www.srpska-mreza.com/History/ww2/muf-han.html Their special use was that IIRC the Wermacht could only recruit from German citizenry while the SS could recruit from other nationalities - thus filling out the numbers. But, of course aside from a few elite units the overall SS quality declined from the early war days. The Hitler Youth Div was pretty tough (which shows why it's best to use children to fight our wars). There were equally elite Wermacht units: Panzer Lehr, GrossDeutchland etc.
  23. Just curious, how can one find out if one has DirectX 10/11 or 9? I have had no problems with my CM1 games simply copying from an XP machine to Win 7 machine using a flash card. But, as it's a new-ish machine I thought I would have the latest DirectX.
  24. The time delay after one issues a BLAST order and the time for other inf to assault thru the breach is rather critical for us WEGO-ers. Is it always about 30 secs, or does their "breaching speed" depend on the quality of the engineers, and or other factors?
  25. Thanks for the useful info Snake. Hope you don't mind more questions re "good recon practices." 1) In the frontage depicted in your ROAD OPENING scenario would it be realistic to have each recon team in a completely separate part of the front - ie totally independent and relying solely on stealth? 2) In this instance would they have at least a squad or more of reg inf following to get them out of trouble?? 3) Or, would the 2 recon teams stay together so as to support each other, but without any other support? 4) What is the role of the single HQ guy? Does he accompany them on foot to provide quick air/arty support, or is he sitting back in his command AFV with his feet up drinking coffee until something squawks on the radio? I know that they have their own AFV's for "support." But, I presume that having a loud, dirty spewing AFV trailing you by a couple hundred meters sort of defeats the point of stealthy recon to find good LOS locations from where to spot enemy units(??) Oh, and so will you add an extra Fennek so the Jerries can have two rocket launchers, or is it a deliberate design choice to only let them have one? (And why is one Marder immobilized - design choice??)
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