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HarryInk

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Everything posted by HarryInk

  1. Thanks for the reply Simovich. Here's the particular source I was working from: http://web.library.uiuc.edu/ebind/view.pl/ua/2620076/4/18/history/history?seq=91;notoc It's a scanned history of the 36th Armored Inf Rgt and refers to a fight near Baclain (which I believe is roughly in the vicinity of Huy?)
  2. Doing a scenario for the are on the NORTH side of the bulge (ie. not at Bastogne). Need to find topo maps of the area NW of Houffalize. Can anyone help?
  3. Yair, well, it's a silly thread but I'll throw my 30 seconds into it! It won't change the CM level, so we'll still be tied to company to battalion level games that twaddle along at a slow (PBEM) pace. Looking forward to a game that will take the next level up... say 'regimental assault' and allow us to fight Divisional campaigns in reasonable time. It'll never happen but! A client base of about 1000 world wide!
  4. Good question from Ardem. The Brits seemed to spend a lot of time cuddling up behind creeping barrages in Normandy (and sometimes watching them drift off to the fore while the PBI kissed the mud). Also, looking at the arty fire plan for Australian forces at the Battle of Bardia (doc included in the official history), the detailed planning of where and when and how rapid the firing would be was worked out well before the battle. BTS have given us preplanned arty strikes in BB & AK. Now it's time to have preplanned creeping bombardments that can start at T10 and run from point X to Y for 5 turns then shift to point Z for another 5. If it was history, then why not game....
  5. Along these lines, in a 'CoPlay' set up, have you BTS fellas considered the option for players to assign commands to the AI? This would mean that me and my, say, 3 mates, could fight a battle that had 8 'players', 4 of whom were AI. Maybe we could all attack the AI together... Maybe we could have two teams of two human players + 2 AI players. The human CO could order the AI commanders to take specified targets by placing flags on the objectives. The'll then run alongside the human attacks. Along the lines of the 'master go' thing above, could this be built in to the game? Moves that aren't received go AI and the defaulting plotting player puts up with the result.
  6. Can you give a few hints of what you've suggested with the mad editor?
  7. Ooooooh...the editor STILL in 2D!! *bangs head on desk several times* *sobbing* OK. I can live with 2D if you could adjust the presentation of it (is that UI in the language of them that know?). How about full-colour coded contours rather than the clunky/ugly numbers in the current CM games. The closer it can look (during development) to a topo map the better. The rest of the news here sounds fabulous and I can hardly wait to start making maps...
  8. HarryInk's wish list (typed with lurv ): 1] The map editor in CM has always felt a after-thought dog. Please, take it out the back and shoot it. Incorporate the improvements of Mapping Mission and then some. I really want the ability to edit terrain in the bird's-eye AND 3D viewer using point-to-point clicks that the 'puter will edit and keyboard commands to choose terrain. I want to be able to overlay(er) a scanned topo map, define and click in the contour lines etc., and have the engine reproduce the terrain for me. No more of the crap coloured hard-to-read/visualise number matrices, please. 2] PBEM. NO PBEM? Great disappointment, NO BUY. I'll stick with the older versions. It's the selling point for the CM series to me. I enjoy TCP/IP but I'm not a teenager so I negotiate my playing time around family. PBEM play is the great feature that allows CM to fit into that regime (crudely, I admit, but I'm not divorced yet - and until CM provides ALL the joys of companionship I won't make a decisive choice!! ) 3] Multiplayer system. I've fought a couple of MP games with CM but the process is slow, clumsy and riddled with work-arounds. [Assuming PBEM] Please include a routine to allow assigning of combat commands, process a series of PBEM files from one side to produce the overall turn. A communication net back up the chain of command would be ace, too (or an auto-report device that would give OCs an abstracted idea of who's getting hammered and by what). That way we could be playing single games up to the scale of regiments or even divisions (given that the business end of [uS] Div (in terms of a 30 or 40 minute battle) is maybe 8 coys+/4btns out of 36/12)! 4] Better OB editor. I've seen this mentioned elsewhere in this thread. It's just a linear document, at the moment, which doesn't gel with military organisation it's suppose to represent. It's a dull click-fest to alter much (for scenario development). Similarly, when reinforcements arrive, they plonk on the map holus-bolus, mixed through each other like spaghetti. How about units appearing on map in some (eg. platoon) formations rather than the long default line along the friendly edge? 5] Full Game Movie Replay that incorporates the option to change between FOW and no FOW and to see turn/order plotting. This would be the single best learning feature that you could provide with CMx2. If BFC has even a half-serious eye to the military training market, I can't believe this could remain an option for you. Despite a great community, the thing that CM-as-it-is doesn't provide is the 'round-the-table' cooperation/disasters & banter that I used to enjoy with tabletop battling. The multiplayer option would move toward that. Thanks for great work so far and good luck with 'x2'. HarryInk
  9. Full movie reply with option to remove FOW & review plots is a must. Playing tournaments at B.O.B., and having watched friends playing CM on LAN connected computers, I've a good sense now of the very different battles that two players fight even against each other. Being able to review that - removing FOW and even with an option to review the plotting - that would be a great learning tool and a real bonus to the system, given that the plotting is a moment that each player is very involved in. Already I can share my movies via the PBEM Helper, but it's a crude alternative to an integrated routine.
  10. God what a bastard thing. Tragic. A favourite site and one of the handful of good CM ones active and left... Lost. Sorry for you AK.
  11. I really appreciate your work, JasonC. I've been playing for yonks yet still search out your presentations and learn every time. Less testosterone and more humility from some critics, I suggest (though 'a certain dogmatism' has to be welcome! lol). The best remedy would be to provide alternative examples and to appreciate the difference between arguing the points and arguing 'ad homimem'. That said, I also appreciate the alternative tactics offered by later correspondents. [ July 07, 2005, 06:06 PM: Message edited by: HarryInk ]
  12. And where can I find out more about divisions/corps and their use? To be honest, I know a divison is a unit comprising 9-11 btns usually arranged in 3 or 4 sub-divisions (regts/brigades)+ arty etc. etc.. But I want to understand more how divisions worked in the line (and corps). Also, are there any games that try to simulate combat @ divisional level?
  13. Almost finished Charles Whiting's 'The Battle of Hurtgen Forest' (London, Pan Books, 1989/2003) and inspired to hunt down: 1. existing scenarios for the many parts of the battle. 2. topographical maps of the area with a view to be producing some CM-ETO battles. Can any old hands help me with suggestions? Thanks
  14. Long as you don't point it at anyone. ;P
  15. Whatever a Fritz is, does it bite? Sunday 3 July, 12.30, German Arms, Hahndorf. In the bottom room, apparently, somewhere near the fire so Barry (Sgt Gunnie's) arthritis don't play up too much. Lemme see: you shalt know the Harry by his round face, his spectacles, his brown hair & his greying short beard, his bent snoz, his green eyes, etc. 40 y.o. the other day. There's also a pic on the Medals n More forum @ B.O.B. Erm... if we grab a table, I'll whack a little cartoon of a tank on it, eh? It worked for the Melbourne get together. ;-D [ June 26, 2005, 02:27 AM: Message edited by: HarryInk ]
  16. PS. Do you think Senachai itches a lot in his sleep?
  17. God damn me. I might miss the get together if you have it this Sunday (ie. 26 June)! *lmao* But if you do, I'm sure I'll get to still catch up with some of you later on... I was thinking of Sunday 3 July (when I'll actually be over in Adelaide). hehe Bugger me things can go pear shaped easily! Sorry 'bout the membership issue @ BoB. It's well worth it. I was dodgy about the club and name thing for a couple of years, but joined late last year and it's well worth it to have CM addicts on tap! *L*
  18. Find someone to play DesertFox's super excellent 'CINTHEAUX' scenario. Don't waste it vs. the AI. It's 60 turns long. Gives you a slightly different take on time - it's also v. heavy on armor (historical). I take the half-way position on this too. I think CM represents the business end of the job. All the premaneouvring [!] is done and now it's attack time. You've got the Captain/Major/Colonel breathing down your neck. They give you 1/2 an hour to clear the objective. Get on with it. On the other hand, I've played a few Wild Bill Wilder scenarios where you've only got time to smash through (15 turns) and it's just a firepower fest, not much opportunity for subtlety. I find them quite uncomfortable to play (despite loving the amount of bang I can fling about). Too much time can be an indulgence. You need a little 'push' at your back.
  19. Catching up together on Sunday 3rd July for lunch at Hahndorf. Check the thread in the CMAK forum
  20. Catching up together on Sunday 3rd July for lunch at Hahndorf. Check this thread in the CMAK forum
  21. Check the B.o.B. thread. Looks like Sunday lunch in Hahndorf... Where in SA are you?
  22. I'm in Adelaide next week & keen to catch up with some CMers over there. Check out this thread at Band of Brothers for more info on time, place and date.
  23. Hans, my posts to you are bouncing. Rather than post your email addy here, can you send me one I can reply too, please. Cheers Harry
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