Jump to content

Cauldron

Members
  • Posts

    174
  • Joined

  • Last visited

    Never

Everything posted by Cauldron

  1. I have a solution to all this... Just write in the code " subtract 200m from the perimiter you just drew". If any units are isolated it would be up to the reonforcing units to un- isolate them. Like Operation Winter Storm time and time again... Steve, by adding reinforcement flags to operations we can get flank attacks happening- juicy aye ??? [ Note: Adding reinforcement slots is vital]. All you have to do is get the perimiter to draw in an "L" shape... Come on Steve, please please please do it ) BTW there is another reason you should get all this working perfectly - you will become in the eyes of all of us........a God ... Not only will we pay you money but very lilkely worship you, erect statues and form political parties............ did I miss anything ??
  2. That's a big OOPPSSS There were so many posts that it was lost at about 103.... Check it out anyways
  3. http://www.ne.jp/asahi/wwii/panzer/images/ Whoever removed this post before - you suck.
  4. http://www.ne.jp/asahi/wwii/panzer/images/ Just get here just get here ..........!!!!!! AWSOME.............
  5. Thanks for your reply, I know there will be different intepritations on front lines for every game. The MAIN problem is that the attacker gets FAR TOO MUCH ground for very little effort. In a recent article by the commander of 9th SS that I read, he said that the Allies used WAYY too much artillary in relation to the ground gained (ie: using a sledghammer to crack peanuts). In the opposite sence the attacker is able to use a feather duster to absolutly trash a half decently held front line. If modifications can not be made to change the system anytime soon then please adjust or modify how it already works... All you really need is about 20 end game maps and just tweek the settings until it looks something like reality. I'm going to put some tiger prawn's on the barbie and if you get it right I will add a carton of Foster's as well. Now don't you go showing off
  6. Wow. Glad I'm not the only one on the "improve campaign's" bent.... I am not sure what BTS calls realistic but loosing a few units as against the present here "have half of Russia while you're at it" works for me. I had this idea... IS IT POSSIBLE for a human to draw in the front lines?? This could be either drawn as a series of lines, or some form of grid co-ordinates entered. The programming to do this is might be simpler than getting the computer to do it, the day however it DOES draw proper perimiters (as well as encirclemenmts) will be a great day indeed )) eric
  7. Hy, After reading the informative article above it looks good per Soviet penalties and the ability to improve thought the war. However, untimately it won't make a blind bit of difference. Why? Because perimiters do not draw up correctly ( esp: campaign scenario's)and do not encircle. Instead they use questionable sized units ( eg: halftracks, a few platoons of infantry) to draw the most favourable line to the attacker. If any of you are like me, you will want to develop large scale battles with realistic "front lines" a.s.a.p. UNTIL that is done, we as scenario designers CANNOT deliver. Ohh and much more reinforcements ( like 20 instead of 5) would be a great help too. Just one word........ perimiters........
  8. after some major stuffing around finally managed it. SYB save you bandwidth eric
  9. can one kind person please send me the COCAT main file ... Those of you who are in it will know what I'm talking about thanks eric
  10. flamethrowers: Firstly, Andreas is NOT the becon of virtue for CM and we do not have to convince him of anything. In fact the most useful thing he could do is shut up. STFU A program I watched 3 years ago brought together Russian and German fighters at Kursk. Amongst them was a trainer for FT's from the SS. Thier prime non city role was apparently the clearing of trenches ( quickly), similar to the buldozer tanks in Iraq. In any case he said they were " very effective". Other points on keeping FT's with units or incorporating them within units seems a good idea to me. off to the eastern BBQ party
  11. can you send me the mod... Why don't 6 of us post the mod on a web site. I can send the web page all i have to do is link it to your web site address. anyway, eric
  12. simply download and instal the 21.8x drivers I can send them to u if you like, though try nvidia site. There is another good site but I forgot but I think it has 3D in the title... good luck
  13. http://www.algonet.se/~toriert/introduction.htm http://history.vif2.ru/index.html have fun
  14. sounds like armagaodon... Hay that sounds like me )
  15. To people who write AAR's.... If you write critical AAR's please at least either supply your e mail address or what side you played. My campaign IS playable against the AI, I have also played it 10 + times and most of the times there are interesting differences. I believe this is what "re-playability" is. The scenario has now been re- done in any case as u will see by previous posts. As it stands by the last AAR I don't even know WHY and to whom it is unfair. thank you eric
  16. Opps... I am sorry to those who started the factories campaign from the Scenario Depot. I have now re modelled the ammo loadouts for the Allies... In short there was too little special ammo and AT guns had too little HE ammo. This has now been fixed. The new version is immediatly available at: www.firedream.net/~talisman/combat.htm and within 40 hours or so, http://www.dragonlair.net/combatmission/ I greatly appologise ...
  17. Opps... I am sorry to those who started the factories campaign from the Scenario Depot. I have now re modelled the ammo loadouts for the Allies... In short there was too little special ammo and AT guns had too little HE ammo. This has now been fixed. The new version is immediatly available at: www.firedream.net/~talisman/combat.htm and within 40 hours or so, http://www.dragonlair.net/combatmission/ I greatly appologise ... :confused:
  18. The Nvidia problem is not trivial. The 21.8x drivers have worked best for me, the 23.xx drivers are a step backwards ( though actually work faster. I have the zip on my machine if you need this baby. eric\\
  19. http://www.firedream.net/~talisman/asl/rb/panzer.html The tanks known as Bef were command tanks. It should be noted that Stug's and Pz IV's used COMPLETELY DIFFERENT radio frequencies,they DID NOT communicate with each other in a C & C role. eg: a Pz IV did not " administer" a Stug detachement etc...
  20. If ASL could find another way to get results other than dice it would be better. Heuristic game engines are coming into play nowadays, ones that learn by error, the game Road to Moscow was one such. Sadly, it did not come to fruition. I also have not kept up with "whats on" but there are quite a lot of Internet based games. The thing I was mentioning was that although CM is a good game there are still many shortcomings, no amount of "talking up" the game will over come them. Only a better game will. Two things that come to mind are 81mm mortars have nowhere near the power in CM than in real life ( although perhaps they are too accurate against stationary halftracks). Machine guns fire at "questionable" targets and loose thier ammo. As a result there is some merit in allowing units to be fired on one by one in a bid to get the MG to expend all ammo. Then all you have to do is roll a platoon over the position and one captured MG. On another level there are newbies who spout the most amazing rubbish. That MG's did not kill many peopbe but were used mostly for supression........... duhh ~~ There are lots of other issues as well, it is not until we can get some sort of artificial INTELIGENCE either through a better game engine or some heuristic learning that we can stop calling them "games" I happen to believe that CM CAN be one of these, one of the best things about CM is the Forum itself. If we contunue to work together 2007 might be the birth of virtual WW2. >>>>
  21. Unless U have field manuals for both sides and actual case studies... I can think of Kharkov in 1943 where the SS were about to be annialated by artillary until Hausser decided to pull out.. Within CM though all this divisional talk is pure naval gazing, much more interesting would be to get what IS there to work properly. Gee, I'm gald it was'nt trash ..........hee heee
  22. Have to say that was an excellent post and sums up most of the tactical grips in CM 1. Only 1 to add to that, fire dispile is very bad in CM 1 though CA's in BB should help a lot. I hope BTS have some other forum for " things to do" for engine 2, not that they need incoporate them all by any means but i am sure certain threads are going to emerge as crucial. CM 1 is a good game, its not a great game, but it could be
  23. However, it should also be noted that this sort of thing didn't come to fruition until mid-1943, and that after Kursk, the majority of Soviet operations were offensive in nature, resulting in diminshed artillery effectiveness after the breakthrough phase. It could even be said that Soviet losses remained high in the 3rd period of the war due to this very limitation: lack of responsive, flexible artillery during mobile operations. That is rubbish.... Artillary has to be repositioned, i guess because the Soviets had SO MUCH OF IT this probably took about 5 times as long as the Germans The Soviets continued loosing in the so called 3rd period of the war because they continued to feed units into killig zones or in the case of AFV's had nowhere near the C & C of german units ethier tacitcaly or esp strategically. The WHOLE reason the Kursk salient existed at ALL was German strategic thinking ( in this case Von Manstein). The effectiveness of artillary ( Soviet) is unquestioned or at least its abundance. As stated by Henrici " Soviet artillary was both abundant and powerful." end of story \
  24. I started to read these posts but they are fairly long winded ( but never the less useful). The idea that the Soviets have to wait 15 + turns for a fire mission ( particularly after 1943) is fairly far fetched. It should be abundantly clear that, as Stalin stated, " Artillary is the God of war".. After 1943 the Soviets had at lest 5 X the artillary that the Germans had. The C & C issues of the infantry/ AFV are significantly different form the German are fortunatly seem to be taken care of. Artillary on the other hand ( for the Soviets against the German's)was as Henrici says " Both significant and powerful". Things that make artillary land often in no man's land are a - historical. There are some dramatic passages in the book by Guy Sajer on artillary, for those who want a more viseral version of the above points I am also lookign forward to game engine 2 LOTS... My main grips are the way it handles operations, and draws perimiters after a battle and the way it refuses to encircle ... I am not sure if BTS knows this but almost every operation involved some level of encirclement.......... anyway that's another story
×
×
  • Create New...