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Visom

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Posts posted by Visom

  1. 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.

  2. 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...

  3. 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

  4. Originally posted by UberFunBunny:

    Has this been confirmed? I'm not so sure if the un-hittable units always have a 0% exposure rating.

    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.
  5. Just ran a quick test.

    5000 pts meeting. 11 platoons of Crack StuGIII(early) (33 tanks) against a veteran 76.2mm L/51 M36 gun.

    Placed gun in 'good' spot out of C&C.

    Turn 1-5. 33 tanks tries to take out the gun with HE. Gun crew is pinned.

    Turn 6. Appr 50% of the StuGs now run out of HE.

    Turn 7. All StuGs have run out of HE. I didn't monitor every single shot, but it seems like not a single one overshot the gun. In the crest in front of the gun there are more than 700 hits. Gun crew is now cautious.

    Turn 8-15. StuGs start using AP, roughly 5 shots per turn in total per turn. All of them, hits the ground 20 meters short of the gun except one, which hits the ground 10 meters in front of the gun. Gun is still unharmed, crew is back to rested.

    [ March 04, 2003, 06:39 PM: Message edited by: Visom ]

  6. I've had some experience of this. On these links there's a few shots (150 kb each) to help explain what I think the original poster meant. This is a bug for sure.

    This Flak gun view shows my Flak gun from level 1. It has wasted some 30 (40?) AP rounds on the T-34 without result. Almost every shell hit the turret, so no problem hitting the two tanks from that end.

    First T-34 has a good LOS to the gun. Nevermind the yellow target line, it's not relevant in this discussion. Distance is 180 meters. This tank tries to take out the gun, but misses all shots, most of them (roughly 10-15) hits the crest.

    Second T-34 also has a good LOS. This tank also hits the crest a lot of times.

    Finally, the crest. Gun is unharmed, 9 craters in two rows on the crest. (More shells hit it, but I guess they hit the already existing craters.) At the end of the battle the gun stayed hidden, as it had run out of ammo.

    [ March 03, 2003, 03:46 PM: Message edited by: Visom ]

  7. The drooping barrel is in fact because of the hydraulic pressure. On some tanks (eg Shermans) the hydraulic system often failed when the tank was knocked out or they got a penetration. Otherwise, the crew often sabotaged it when abandoning the tank. I assume this was when they didn't expect it to explode the next second, more like when it got immobilized or some other heavy damage where they had to leave it.

    As I recall it american crews left in in a specific angle to notify the tank 'restorers' regarding if the tank was completely burned out or if it only had some minor damage that was possible to repair.

  8. The Readme file says it can't be done and there's a pretty big procedure on how to convert games from 1.01 to 1.02. However, I'd like a statement by BFC regarding if this is a problem or not.

    If I play a PBEM game, will I have different results if I play it with 1.01 or 1.02? Things that comes to my mind are (from the Readme):

    * Support weapons are less likely to switch to "sneak" movement when coming under only modest incoming fire.

    * Bog frequency reduced for heavier vehicles.

    * Corrected problems with units becoming excessively exhausted such that recovery took too long.

    * Antiaircraft fire is somewhat reduced in effectiveness, and aircraft which are damaged are more likely to retreat before being shot down.

    * When units follow a vehicle that is a sound contact the game will not inadvertently indicate the vehicle's true position.

    * Airplane bombs have a more realistic (smaller) effect radius against upright infantry targets.

    If the above cases give different results there will be persons exploiting this 'feature'.

  9. Just noticed that it is possible to play PBEM games previously converted to 1.02 with just the 1.01 patch applied. Tested it on two games, both started on 1.01 and later converted to 1.02. They're both possible to load in both 1.01 and 1.02.

    Is this the way it is supposed to work or did I have a bad upgrade? (I run both versions in parallell, made a copy of the 1.01 .EXE file before 1.02 was applied.) Anyone else noticed this? As I see it there's some possible cheat modes that are hereby activated (for example, if you defend against armor you may want to process the turn with 1.01 as that will increase the bogging risk for your opponent).

    [ February 15, 2003, 12:50 PM: Message edited by: Visom ]

  10. Originally posted by MikeyD:

    I did a quick search and apparently the URL for the winning CMBB model photos no longer exists. Seems stuff on the web is not exactly permanent -- A reason to get to work filling that reference bookshelf! :D

    Perhaps you were looking in the CMBB (this) forum. Repeat for CMBO, here's one interesting thread:

    http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=1;t=024937#000000

  11. The 1:1 concept would be fantastic. If that can't be done how about going halfway? What I mean is to create 'subsquads', each with their own properties. For example, one subsquad for the rifles, one for the MG/BAR and one for the guy with the faust. (I haven't looked very close, but most infantry squads seems to have 2-3 different weapon categories, which means 2-3 subsquads on average.) Each subsquad has its own reload time and ammo supply. Each subsquad would be able to engage different targets (MG subsquad at 100+ meters, subMG at 50 meters etc). That would cover my main complaints in todays infantry model.

  12. I too would like a feature where it isn't possible to determine if the defenders setup include this or that house or who's closest to the flags in a meeting. Some randomness would be nice...

    Also, while we're on the subject, I'd like layered setup zones. First, different setup zones should have the possibility to overlap eachother when creating a scenario. Second, fortifications (bunkers, mines, wire etc) shouldn't have the same limit as the rest of the squads when depoying the defenders. I'd like to put some mines and wire in 'no-mans land'. Only suggestions of course, I guess I have to wait for the next engine...

  13. redwolf, I back off regarding the ISP vs mail provider stuff. For some reason it never hit me that these are totally different....

    Next thing (I'm not sure I got this right), is it correct that a .txt file is more often changed than a binary file, such as a .cme file? Also, what are the benefits of converting from .cme to .txt?

  14. redwolf, although you might have a valid point in saying that those with problems should change their ISP I think it's a bit much to assume that everyone has that possibility. Many would need to sacrifice their broadband connection and go back to modems as there are a few places with only one broadband ISP. Heck, there are even places where there's only one ISP at all.

    What I don't understand in this area is why the files are stored in ASCII? File is originally created in binary format and then converted to text in order to send it smoothly by mail. (Compare your saved games with your PBEM files.)What would be the problems with sending the original binary file? Afaik there's a lot less problems sending binary files than text files...

    I'd like to have an option, maybe as one of the preferences: Store PBEM files in binary or text format? Don't need no zipping tool, it's already encrypted and compressed.

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