Frunze
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Posts posted by Frunze
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Yeah, you can't use one version of the program to play PBEM files created by another version of the program. This even applies to patches, and definitely to the demo.
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I ran into this phenom in the Schoenhauser Alee scenario. Sometimes you can't move directly from rubble into a building, and sometimes you can't move directly from a building into rubble.
I don't know why it's sometimes possible and sometimes now, but there's one way of telling if it is before committing to the move: drag your movement order cursor across the path of the move. If you can't make the move directly, the cursor will turn red near the wall of the building.
And yeah, you can move from factory to heavy building, and vice versa, at least sometimes. I did it in Danube Blues.
[ November 28, 2002, 08:17 PM: Message edited by: Frunze ]
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Bump - as my experience in CMBB is that TRPs seem to be about the only way to hit anything with off-map artillery....
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Delay's not the problem. The problem is the arty won't fall where you want it to. Maybe it'll even fall on your own positions. Then you'll adjust fire, and it'll fall somewhere else, but still off target. So preplan starts to look pretty good on offense.
On defense, though, I'm liking TRPs better. There's an old CMBO thread on using TRPs...maybe I'll bump it if it's still down there somewhere.
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When you say a whole company was stopped by an artillery barrage, it makes me wonder if you were bunching them up too much.
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Interesting points, Redwolf. I'll have to try it.
About choosing movement orders: I just said this in a "human wave" thread, but human wave is sometimes useful in snow, if advance is too tiring. Morale is improved some over move and run.
Tripp, I'd send part of my force on that flank over towards the center, and part of it would continue back to the map edge.
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Also useful in snow, where advance can be too tiring.
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I'm not convinced the Soviet tanks are so much better either. In some cases they have thicker armor, but they are often less accurate at long ranges.
If you think you're outmatched, though, those are good tactics, IMO, and not gamey. I'm not speaking from any great knowledge of the Eastern Front, though, just that people have been doing that kind of thing all along to take out Panthers with Shermans in CMBO.
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Try the "Opponent Finder" section of these boards.
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Yeah, my opponent accidentally destroyed one of his Panzer IVs with a rocket artillery barrage.
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It's possible to detect barbed wire before any unit has spotted it, and before it is visible graphically. While moving the cursor to plot movement, or the LOS tool, if you slide across barbed wire, the terrain readout will read "barbed wire."
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I have the same problem - too dark to see in a night battle, even with Gamma turned all the way up - and, like Voxman, I didn't have this problem in CMBO. Haven't had any other problems with CMBB, and I wasn't going to complain (yet, anyway) until I saw Voxman's post.
Don't think we're the only two who have this problem, either, on the thread Voxman started in the CMBB forum Rex Bellator posted:
I have a Dell E551 Monitor, IntelĀ®82810E Graphics Controller, Celeron 700 processor, system's a Dell 700cx, and the system tells me I have 191 MB of RAM.....so nothing in common with Voxman's system. Doesn't seem to be any way to change the color settings on the graphics card through the Control Panel.Myself and others have the same problem Voxman, a couple of more Alt-G levels would be a godsend.I get around it by using the 3dfx software which came with my card and runs in the background. I go into it and alter the gamma settings. It gives everything a washed-out look and has to be reset when I get come out of CMBB, but it works.
Check your software which runs alongside your video card and see if it allows you to alter the gamma settings in there. Then go back into CMBB.
Hope that makes sense.
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The T-34's armor slope was better designed than anything the Germans had up to that point. As late as the Tiger, the Germans were designing tanks with straight vertical sides. The Panther incorporated the T-34s better design in this respect.
As you say, Panzer IIIs and IVs can handle early T-34s, which is why the Germans continued using 'em for some time. But try the T-34/85 - Panzer IIIs and IVs are toast to it.
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The AI doesn't usually do to well at exiting units. Most exit scenarios I've seen specify that they should be played two-player or with the AI as defender.
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I've played this both ways against the AI, and I think this one's two-player only. The AI can't handle the Germans because it doesn't quite get the whole exit-zone concept, and it can't handle the Russians because - well, it just can't. I wish I'd waited on this one 'til I lined up to play it two-player.
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It's a little known fact that Sturmtigers had thinner armor during the German-Japanese War.Originally posted by Spanish Bombs:[QB]I just wish I was supplied in my ROW games with those 37mm guns that cause Sturmtiger explosions that the Japanese had in the movie.[QB]
Sorry, couldn't resist.
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Seems to me that Tacticus' suggestion would be better, even for the self-preservation of the troops. (Which is supposed to be the basis of TacAI decisions.)
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I once killed a halftrack (sorta kinda an AFV, right?) with an 88 this way in CMBO. It was just out of LOS, and took several shells. I'm pretty sure the gun was firing HE. First the halftrack was immobilized, then it was abandoned.
There were no penetration messages, and I don't think I got any direct hits. Seems to me the odds of getting a direct hit with area fire are not high.
[ October 23, 2002, 07:46 PM: Message edited by: Frunze ]
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I don't understand why scenario designers padlock units, in general. If it's to keep the AI from doing stupid things with them, the briefing can just recommend "stick to scenario default."
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If you get the grid terrain mod, each square is 20 meters across. Like somebody said, the grid also make it easier to judge the rise and fall of the land, which is the main purpose for it.
And you can use the LOS tool, kinda sorta: If it's 50 meters from your squad to point A, and 80 meters from your squad to point B, then it's about 30 meters between point A and point B. If your squad, point A, and point B are all in a line.
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That doesn't help, we can't see inside the can.
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I managed to get the 88s set up by using the light tanks as a distraction - shoot and scoot near the edge of the trees.
Just move the trucks to where you want the 88s. The 88 should disembark at the truck's location, I think. I moved 'em up by the road too far, and they disembarked in the road before I wanted 'em too, but it all turned out good.
That was my second try. The first time, I tried the massive tank rush, and got creamed. Even at close range I couldn't kill the damn KV.
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Yeah, that was poorly written, and the comparison to RTSes was just wrong. CM isn't trying to do the same thing at all, it's trying to put the strategy back in strategy game.
I think BFC's marketing may be partly responsible for suggesting the comparison. The "we go" system is described as a "hybrid of turns and real time." Which is true in a sense, but if it gives people the mistaken impression that CM has something in common with an RTS....
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Every year in New Orleans people get hurt because of idiots who fire their guns in the air on New Year's Eve.
V1.02 on the distant horizon, Here is the first feature/change...
in Combat Mission Archive #4 (2002)
Posted
Has this FOW bug been reported? One of my opponent's tanks was tentatively identified as a BT Fast Tank? but the color-coded armor readout and the info screen gave info for the T-34 (which has much thicker armor. Eventually it turned out to actually be a T-34 - the bug defeated the FOW and kept me from being surprised by this.
This was a PBEM game and I still have the turnfile - I can e-mail the movie where the identification changes if anyone wants it.
Edit: I see this has been reported elsewhere, and yeah, this was a transition game so maybe that's where the bug came from.
[ December 04, 2002, 12:19 AM: Message edited by: Frunze ]