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Visom

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  1. Played a game with random parameters. Dice gave both sides 20% ammo. Autoceasefire kicked in for both sides the first turn, game ended before any enemy was spotted or any bullets fired. :eek: Total victory to me (100-0), I held all the flags as the defender
  2. I think you misunderstand it. The problem is with one story buildings. You can see 98% of the building, but not the base itself. Therefore you can't target it, as you can only spot the highest 3 meters of the building and not the lowest 20 centimeters....
  3. The .txt extension is not mandatory (maybe on Macs). You should look for something else...
  4. I just experienced something that I want a fix for in 1.04 or CMAK, whichever comes first. The autoceasefire trigger way too early if the battle is started with low ammo. Example one: Both players start with ammo 20%. Game ends after turn 1. Example two: Attacker players start with ammo 30%. As the defender I can win this battle any time by pushing ceasefire, as the attacker has the autoceasefire triggered from turn 1. I know this is considered to be a feature and not a bug, but please reconsider until CMAK. Autoceasefire due to low ammo should have different triggering levels depending on if the game started at 100% or 20%, otherwise it can be removed.
  5. I've got the last 1.03 Beta installed. I assume I can just install the official 1.03 over the Beta, or will that cause any problems? Do I need to reinstall from scratch?
  6. It's possible to have a QB and load a premade map with dynamic flags.
  7. The processing speed increased in one of the two patches, so execution time is slightly less now. I think the demo battles takes longer time than the average QB battle for some reason.
  8. In addition to the 20% vs 20% problem there are two other scenarios that can be a bit annoying. In a meeting where one player has 20% he has to rush the flags immediateöy. Otherwise the opponent can hit ceasefire when he has most of the flags and thereby end the game. And of course, the attacker is in a really bad situation if the autoceasefire is active from the start. Defender can choose to ceasefire at any turn he wishes. And as the defender has all the flags from the start that will be a sure win unless he ceasefire after he's lost the flags...
  9. Am I too late, is the party over? Otherwise, I think there's a problem with the autoceasefire feature. If I start a QB where both sides have 20% ammo the game always ends after the first movie, no matter if any shots have been fired or not. Is this corrected in the final 1.03 version?
  10. Sounds like a bug to me. Send Madmatt a mail to make sure BFC is aware of it. Time for corrections is running out...
  11. I guess a nocd version will not be considered. Two alternatives that would work well for me are 1) Allow PBEM turns to be processed (no new games started, just ongoing games) or 2) Consider all CM disk as valid. That is, if CMBO or CMBB is in the drive then allow CMAK to launch
  12. Hi all, Just dropping by to say hello. I'm taking over Beckets games... The Beast: Turn 19, waiting for next turn from Knaust Rearguard: Turn ??, haven't heard anything from Ace Pilot yet King: Turn ??, mail received from Egbert, no turns processed yet Xmas: Turn 22, waiting for next turn from NotreDame89 Hosszupalyi: Turn 13, waiting for next turn from Gnuif
  13. Looks great. One question though. If I add some pictures, changes some values etc, will all that be lost if there's a 1.1 version released?
  14. That's not how I read Puds post. As I read it the question is: "If I can shoot at a target while moving fast, why can't I shoot at it while pivoting?" I assume you read his post as: "I want my tank to stop pivoting, shoot and then continue pivoting." Correct?
  15. I had a 75% exposure in my tests. Doesn't that depend only on the terrain? Mine was not dugin and in open terrain. I think the exposure is less in other terrain types and in foxholes... I guess we should be careful so we don't mix exposure with hit probablilty.
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