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GJK

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Everything posted by GJK

  1. FYI the .exe is one large self-extracting .rar file. Use Winrar (www.rarlabs.com) to open it just like a .zip file. Winrar will also open ZIP, CAB, ARJ, LZH, TAR, GZ, ACE, UUE, BZ2, JAR, ISO archives. I've long since replaced winzip with it, as it's lighter and works quicker in my experiences.
  2. Ok, the pinkies on this were just a bit too extreme....new mod posted:
  3. I've removed the first 2 listings, so all should be good. Thanks, GJK
  4. Is that Grog Dorosh I see hanging out? Looks like he got pretty relaxed....
  5. I really don't want to hijack COG's thread here (btw, so glad your site is back up!!!) but yes, you should upload your scenarios in any state except fully playtested and finished (where you should upload them to the Scenario Depot). Just put in the notes that you haven't even begun playtesting the scenario and you'd appreciate any feedback from someone that wouldn't mind giving it a go. Let's start a new thread if you have any more questions.
  6. Is he selecting the Operations list or looking through the Scenarios list? I've done that before, especially if you're not used to playing operations.
  7. If your scenarios are still in beta (being tested) then upload them to my site if you want (link in my sig). Hopefully people will start coming around and downloading and reviewing....but it looks like I need to start pimping it again.
  8. Ok, what I found was that if it is a factory tile, you can move from room to room. However I guess it depends on how the scenario was designed. I'm playing one now that has large aircraft hangers made from the factory tile, and movement is not happening from inside, everyone is running around the building and then reentering. I just loaded up that scenario and see that it is actually several buildings connected (there's walls) and not one large open space. So I guess the moral of the story is to look inside before you move (or leap as it were).
  9. Actually I mean from within the same building. Does it ever connect and allow movement from within? How do you know when it does or doesn't? I don't recall ever seeing it, and I know that's been a popular topic before. I'll do a search so that this doesn't get rehashed again so no need to reply.
  10. ..:l,..,..."""l'::::.: 4) Will it be possible to move along the same level of a building without having to exit the building and then reenter it? Nothing like having your troops run out into the street only to get mowed down when all you ordered them to do was to advance forward within a building. ''__''L::::0900":""L::;::0
  11. Looks like your link got cut off, it should be http://www.the-proving-grounds.com/scenario_details_link.html?sku=4 I just grabbed it, I'll give it a spin this weekend and post my feedback to the site. Sounds like it should be pretty fun!
  12. If you want to distribute it a bit easier (without having to email it individually) you can upload it to my site. There's a place for feedback and a download tracker so you know who has downloaded it and when. Link in sig. Edited to add that the site does make all it's references to scenarios but op's can certainly be addded as well. [ July 01, 2003, 09:35 AM: Message edited by: GJK ]
  13. Does this mean that my 200mhz Pentium (with MMX technology!) and a 16-bit video card are going to have problems with this?
  14. Just a quick update notice for those authors that have uploaded or are thinking of uploading their scenarios that are in the testing mode to TPG: 1. There's 2 ways to join now, you can either do the "long form" which has you fill out a profile that matches you for the opponent finder. You can also upload/download scenarios. Or, you can fill out the "short form" which only asks for your nickname, a password and your email address (for feedback). You will not show in any of the opponent finder listings. This is for those that only want to upload and/or download scenarios. You can change from the short to long profile at any time by modifying your profile. 2. You must be a member to download scenarios. This is for tracking who is playtesting what. If you have cookies enabled and have logged in before, you wont be asked to log in again. 3. Scenario authors can now click on the "Authors Login" button to view the stats of how many downloads they've had for which scenario and by whom. The name listed for each download is a link to the email form addressed to that person so that you can follow up with them. Still a lot more to do, but we're getting there. Please report any "bugs" or requests/suggestions to me here or via email. Thanks to all who have visited.
  15. Hansson, let me know if the scenario should come off of the Proving Grounds and I'll remove it. Yes, in the future you all will be able to do that yourselves, but for now....
  16. We agree, in some form, but the problem with just making them worth x points per turn, every turn, is in defending actions. If you have a large map and some of the flags are tucked way in the back, the defender will be racking up points every turn until the attacker can get to them, which may or may not be fair (I don't know, should the attacker be penalized in game terms for not getting to the flags sooner?). If a scenario designer could designate on which turn for each flag that the points would start to accumulate, and then be able to breakdown the points per turn, I think that would be game changer right there. For example, a large flag is worth 300 points total. The scenario designer designates that this large flag that is in the middle of the map should be reached by someone by turn 4. This is a 15 turn game. The designer breaks down the points as such: </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Large Flag (OBJ Alpha) TURN POINTS 4 5 5 10 6 15 7 15 8 20 9 20 10 25 11 50 12 75 13 25 14 25 15 15 ---------- 300</pre>
  17. I think Tom has expanded upon my idea greatly. The inherent problem with my proposal is that it won't work in defending actions; the defender will be racking up points sitting on flags each turn until the attacking force can get there to do something about it. Giving scenario designer's the ability to set what turn a flag becomes "active" and the points per turn does complicate things a bit but I think it's a great solution to the last minute flag rush issue. It would though, require scenarios to be playtested quite a bit more I would imagine, because you would have to find that perfect balance of when a flag should become active and for how many points per turn it should be worth for the team holding it. But thats where The Proving Grounds could come in handy. (sorry, gots to pimp the site whenever I can)
  18. I say do away with silly flags and fight to the last man! GGgggrrrrrrrr :mad: :mad: :mad: :mad: like that or somefink.....
  19. Thanks for uploading to TPG Jeff, let me know if you had any problems or have any suggestions that would help make the process better or easier for you.
  20. Simple gif icon for The Proving Grounds (30x30) Thanks Matt!
  21. If the flags were worth a certain percentage of their total value at the end of each turn (total value of flag divided by # of minimum turns) that it is held, then it wouldn't matter who had it at the end of the game but who held it the longest. Certainly makes sense in scenarios that have objectives such as "keep (something) open for as long as possible" or "keep (something) in control for as long as possible".
  22. uhm-humm, any chance of getting The Proving Grounds added? Devoted to opponent finding for both CMBO and CMBB and provides an upload area for scenarios in need of beta testing. Feedback and rating system for the scenarios is still under development. Thank you.
  23. Though I've grown accustomed to my firt-last name over the years, others may not have, so to make it easier you can now reach the Proving Grounds at this easy to remember link: www.the-proving-grounds.com Don't worry, the one under my name and this are the same. Thanks for stopping by.
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