Jump to content

Visom

Members
  • Posts

    125
  • Joined

  • Last visited

    Never

Everything posted by Visom

  1. There are instructions on how to do everything in the root directory on the CD. Don't remember the filename, but I know it is in html format...
  2. I don't know anything about this, but logically it would be hard to get any movement at all unless you're on a paved road. My reasoning is based on how easy it is to bog down when you have tracks and they are moving roughly straight ahead. Now, without the track how much does the ground pressure increase? 5 times? Add to that that you now will try to pivot. Quite easy to see how the tank will dig into the ground fairly quickly. I assume the risk for throwing the other track would increase as well and maybe there's a risk of damaging the wheels on the side without a track. And last, I guess most crews repaired thrown tracks themselves. It was hard work, but if you tried to pivot with one track only it would be a nightmare if even possible. Therefore I think it would be very extreme cases when anyone would try this. [ July 02, 2002, 08:56 AM: Message edited by: Visom ]
  3. Have to agree with Scipio. Accuracy while moving is to high. Hitting something 400 meters away while moving at full speed in terrain is laughable. It truly is a one in a million shot.
  4. Completed the first game this morning, game with Strider on hold, waiting for turns in the other 3.
  5. Regarding my first point. I wasn't complaining that Company HQ controls squads. It's more that there's no penalty for the player if the Company HQ is eliminated, just as any other squad. Basically, I want every squad to suffer if they loose their company HQ. My suggestion was an example of how to do that, by reducing some of the Platoon HQ abilities. Edit: Or to put it another way, maybe the Platoon HQ should get some bonus if they're close to the Company HQ? In CMBO there's no interwork at all between different HQs. Just like each squad draws a line to a HQ also the HQs should draw a line to higher HQs and thereby boosting their abilities. (No, I'm not just talking about the graphics.) [ June 28, 2002, 08:34 AM: Message edited by: Visom ]
  6. I'm throwing these two up in the air to hear if anyone has comments on it. Probably discussed before, but I couldn't get a detailed enough search. Shouldn't the Company HQ control Platoon HQs instead of individual squads? Command radius 3-400 meters(?) Shouldn't there be a limit on how many squads any HQ can control? Is it realistic that a Company HQ are in charge of 8-10 squads and still have control of what every platoon is and should be doing?
  7. True also for short range. Americans were really good at recovering knocked out tanks and bring them back in service as long as they didn't brew up. Therefore, even though it could be confirmed that the tank got severe damages the germans put another round in it to try set it on fire and make it impossible to reuse it.
  8. Inbox is empty. All five games running with a steady pace. They have all now passed the halfway milestone.
  9. Very true, I'm pathetic At least I no longer sleep by the PC with speakers at max volume to wake me up when I get a new turn. I guess the rehab program did have some affect after all. [ June 26, 2002, 12:41 PM: Message edited by: Visom ]
  10. How's that for a CM addiction. He actually keeps track of the opponents work schedule. I can see the binders in the book shelf, tero listed under T. Tero Finland, GMT +2 Usually returns files at 6.00, 17.00 and 21.00. Work as an XXX at YYY, work hours 8.00-16.00. Home late monday and wednesday, picks up kids from daycare. Don't return files saturday evenings (note: find out reason). Vacation in July and a week during Xmas. Finnish holidays: ... Wife birthday: YYYY/MM/DD Kids birtday: YYYY/MM/DD Anniversary: YYYY/MM/DD Playing style:... etc Tero, hope I didn't step on your toes, above info is for example only... Edit: A few smileys just in case... (Aren't we all addicted?) [ June 26, 2002, 10:42 AM: Message edited by: Visom ]
  11. Some details about the virus to make it more clear. 1) If you have the virus it will send a mail to the persons in your address book. However, it will take another name in the address book and put as sender. Therefore, when you receive the virus you can't know who really sent it to you. This is why I posted here, I have no idea who I got the mail from. As it was common in CM community two months ago I suspect my CM friends in the first place. 2) CM files can't be infected. However, you might have many CM friends in your address book... 3) You can only be infected if you run MS Outlook (Express) 5.0 or older version. The bug that the virus take advantage of was corrected in 5.5 (and 6.0). I assume Mac users are immune. General rule, if you get an attachment from an unknown person don't open it.
  12. Tourney 2, Section 1, Check your antivirus programs, I suspect one of you are infected with the Klez virus. (Difficult to say whom due to the nature of the virus.) [ June 26, 2002, 07:59 AM: Message edited by: Visom ]
  13. Heads up for the guys in Tourney II, Section I. I'm struggling to keep up with you, especially now when summer is here. All five games will probably be halfway before the weekend, so with this pace I'll be finished in three more weeks.
  14. It seems like the reload times for tanks doesn't vary very much. Is there any kind of randomness built into the reload time? My non grog opinion is that it should vary more than it does. (I'm not referring to experience or different tank models, I'm comparing two identical tanks.) Didn't they ever drop a round on the floor or screwed up otherwise? (Or is it just that I haven't noticed that they do?)
  15. Another file returned to Uber General, the mailbox is once more empty... Progress is 1/3 or more in all games.
  16. For the first time this week I'm waiting for turns in all five games...
  17. I mean changing more than you can drag it. Should have stated that more clearly. Tom, good points regarding the relative spotting, but I'm not sure they are VERY different. It might not be very clear, but my issue is mostly not about the command delay but the (as I think) inconsistency in it. Add a waypoint - suffer the delay. Remove a waypoint - all is well. Move it 15 meters (or however long you can drag it) - all is well. Move it 16 meters - suffer the (full) delay. I'm not against the idea to totally lose control of units outside C&C, it's an interesting path to explore, but I think it's outside the scope of my issue. What I want is a (possibly) small adjustment of the engine, that relative spotting requires a new engine I would imagine.
  18. Not sure I agree. Orders to my M4: "Move along the road stop at the first intersection (2000 meters)." If I the next minute change my mind and say "Move along the road and stop at the second intersection (2300 meters)." Were the tank commanders unable to receive orders while moving? Or, as I'm the one who controls every squad on the battle field, couldn't the tank commanders make decissions while the tank was moving? I could understand if the changes were in the immediate future, but surely it should be possible to change the orders for something that are still 3-4 minutes away(?) I have the same problem with mortars and MGs who sometimes are left behind in a quick attack. Those are easier to understand as I guess it's harder to move with a lot of equipment on your back than commanding a tank, but it's still a fact that I'm acting as the leader for each individual squad. To extend a waypoint you will reach in a few minutes shouldn't IMHO be penalized as hard as it is. I'd like to see the same penalty for 'Stop right here right now' and adding a waypoint that is more than 2 minutes away (maybe different for different experience and 'suppression' levels). Or another way to put it: 'Stop 100 meters before the last waypoint' versus 'Continue 100 meters further after the last waypoint'. Is the difference really that big so that one should have no penalty and the other full penalty? Assume last waypoint is 100, 500 or 1000 meters away and have the second last waypoint 100 meter before that.
  19. This might have been covered before, but is there a reason a squad starts moving after 33 seconds but it can stop in one second? Why is there a difference and will it be changed in CMBB? A related question: If you change a waypoint your squad will reach in two minutes, why am I penalized with a command delay for that? Is there a reason or is it a limitation in the engine?
  20. II/1 is progressing with a steady pace. All five games started with an average of six turns processed.
  21. UberGeneral was out riding his new bike last week. I just got word from him, I guess you all will hear from him soon.
  22. I can find the German Army Handbook and German Infantry Handbook. I did find what seems to be a german version, Handbuch Militärisches Grundwissen, but my german is really bad... Any clues on where to find this German Military Handbook? Or is it Handbook on German Military Forces from the US War Department?
  23. I'm reading Closing with the enemy again. Doubler refers to how american GIs and officers repeatedly faced problems that were not adequately covered in the doctrine. So, what did these doctrines look like? Are they published on a site somewhere or available in print? Mostly interested in the FM 100-5, but also other doctrines for all major countries...
  24. Today you get points for exiting eligible troops, killing enemy troops and holding flags. Sorry if I missed any. Would it be possible to add a few other to add the possibilities to create interesting scenarios? - Instead of tag a squad with Exit eligible tag it with Keep alive. Company HQ and Battalion HQ could have this set as default, but I'm also thinking of trucks, crews, unarmed jeeps etc that are not meant to participate actively in the battles. - In addition to Exit sides create 'End zones'. Then tag some squads to give points if they are in the zone at the end of the battle. - Tagging flag as Reinforcement requirement. When you capture the flag you will get reinforcements, when you lose the flag you will get reinforcements, you get reinforcements if you don't hold the flag turn x, you get reinforcements turn x if you hold the flag etc
  25. I also miss two. He said it would take awhile, I assume he'll drop by and let us know when he's done...
×
×
  • Create New...