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['nzn]

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Posts posted by ['nzn]

  1. Bastables:

    What you call "sans propaganda" is simply anti-soviet propaganda instead of the pro-soviet one (which you call just "propaganda" correspondingly).

    Seventeen tanks lost against hundreds? My ass! Id think you are trying to joke if you didnt sound so seriously.

    I also liked the "misidentified PzIV's" statement! Aha, nice try.. They did know PzIV's appearance very well by the time, didnt they?

    You are obsessed there in the west with the idea of soviet all-time weakness, it appeals to you. And those new history (re-)writers just exploit your need for such info and tell you what you like to hear. There are different theories on every topic after all. You want this one, you got it.

  2. Someone get such bugs? With what can this be connected?

    I have a standart pc - Athlon-950, GeForce-2, 500+Mb memory, WinXP..

    Maybe some application drains memory or something? Maybe Photoshop does?

    It just happens for no reason sometimes, usually is gone after several load tries, yet sometimes i need to ask the opponent to regenerate the previous file whatever i do.

    Once it happened at game results screen and all the writings were combined in one line unreadable..

    Those missing arms are funny after smg's worked smile.gif

    Hallucination.jpg

    stug_hallucination.jpg

  3. Someone get such bugs? With what can this be connected?

    I have a standart pc - Athlon-950, GeForce-2, 500+Mb memory, WinXP..

    Maybe some application drains memory or something? Maybe Photoshop does?

    It just happens for no reason sometimes, usually is gone after several load tries, yet sometimes i need to ask the opponent to regenerate the previous file whatever i do.

    Once it happened at game results screen and all the writings were combined in one line unreadable..

    Those missing arms are funny after smg's worked smile.gif

    Hallucination.jpg

    stug_hallucination.jpg

  4. Well, awfully sorry for being too rude and negative, though i thought i was speaking normally.. i REALLY LOVE this game after all smile.gif

    Considering me another looser - you better say it when you played with me i think. BTW i tried to pick the examples from my POSITIVE game experiense, dont you mind?

    Sorry for having paranoia as well smile.gif

    I really diagree with olimpia snipers having problems with my statement - they often miss in the

    end of their shooting series, so i dont know whats wrong about my judgement that the hit

    probability is the same every shot.. but thats not the point now.

    What is:

    IF TO ASSUME THAT -Y O U- ALL ARE RIGHT ABOUT PROKHOROVKA, THEN I MUST ADMIT THAT NEITHER OF

    CONTEMPORARY RUSSIAN MILITARY SPECIALISTS KNOWS **** ABOUT THE WWII AT EASTERN FRONT!!!

    Because i say all that ive said after them telling it on TV, radio, museums, personally, at school history lessons etc, etc..

    Thats really sad, i had hoped for the contrary. But of course you probably had somehow better

    view from there overseas.. :(

    ..because surely here are 'propaganda', 'perestroika' and all the other bad things ;)

    I shut up now, rough and tough crowd, hehe smile.gif

  5. Dynamic probability in computer games sucks, need to change it in CM someway sometimes!

    Im sure all of you ever noticed that peculiarity of the program's decision making - the probability of a positive result unrealisticly rises after a series of attempts. Can I call it digital dynamic probability count?

    It is very annoying and can bug alot sometimes. For example ---

    If you get AN ELITE STUG with 20 AP rounds and it has alredy fired 5 rounds at a very hard target.... like a T34 moving fast 600m away behind a crest staying in hulldown and disappearing from time to time.... and all those rounds had hit the dirt because the probability of a hit was very low.... then if it finally hits the turret for, say, a partial penetration will the tank be dead? My experience with the game says: ABSOLUTELY!

    The reason is that the game "keeps in mind" that the STUG is too expensive to be ineffective and even in an "impossible to kill" situation the game will drastically raise the probability of bailing out even after some accidental ricochets.

    ANOTHER EXAMPLE ---

    And very bright one (double i'd say)!

    I was moving my 6 T34M43's in a succession in a row immidiately one by one and 2 (TWO!) of them got bogged in an open ground, nothing like trees or rocks was even close. Yes, the weather was damp but its not the reason for 2 T34's to bog at A HIGHER OPEN GROUND at one place, one right after another.

    The reason is multiple attempts to pass one map tile.

    Then what happened next is also interesting ---

    My opponent flanked me with a TigerI. Not to just loose the 2 immobile ones i moved another 2 of their comrades back there to shoot at the beast simultaneously. The Tiger drove at them boldly (my opponent was not aware of the delegation ;) ) and my boys were first to aim and shoot at the front of it from ~120m - FOUR SHOTS AT ONCE - NO PENETRATIONS - 2 RICOCHETS, GUN DAMAGE, TRACK DAMAGE - BAIL OUT!

    Multiple attempts. Again.

    ANOTHER THING of this kind happened to me recently.

    My two rifle squads attacked a TigerI with only hand granades. The tank was standing less then 20m away from the forest and my opponent wouldnt move it for some reason i dont know (was experimenting as well? ;) ).

    They were throwing it at him unstoppably for two minutes, most of the granades landed on the ground nearby.. yet in the end of the second turn the beast suddenly exploded as hell - KABOOM! Everybody's applause! smile.gif

    Funny thing also was that after such a monstrous explosion the crew bailed out intact - its another good example of dynamic probability! I mean game decided that tank loss is enough for the situation and that i have been lucky enough alredy to give me any tankers' lives plus smile.gif

    In real life such things happen NOT because you try N-times, but just because it can happen, and it can happen any time equally. In computer games it is always the matter of numbers and you can feel it and thats really sad i think..

    In reality if you CAN hit something and know how to do it then the possibility stays the same.. well maybe it increases from 1st to around 3rd time or something like that but never increases after, its absurd.

    __________________________

    PS.

    OFF TOPIC BUT IMPORTANT! Its a well known fact that the soviet 76mm gun COULD PENETRATE and RATHER FREQUENTLY WOULD PENETRATE a Tiger's fromt armor from up to 500 meters.

    Otherwise how could they win at Prokhorovka and generally at Kursk can you explain it to me? They didnt have 85mm's there.. Dont tell of "driving accidents" at that battlefield and shturmoviks over it, it gives only SOME percent of dead Tigers! smile.gif

    In CMBB such a penetration is impossible even from 150 meters. And even from behind. I dont understand why.. :(

    Seems that it has been given 100% improbability!!!

    AND EVEN OLD GOOD VERY MULTIPLE ATTEMPTS NEVER HELP! smile.gif

    __________________________

    PPS.

    If to speak of any propositions from me ---

    I would like to see this dynamic probability count turned off, it would be more realistic if the probability was counted alone for EVERY granade throw and shot. The engine should stop considering the situation.

    Yet it would be great to be able to order ones units to aim longer to raise the chance manually this way.. You kind of trade time (and take the connected risk) for higher hit probability. At least it will simulate real life's need to aim better to hit! smile.gif

  6. Hey BFC!

    Give us some elements of programming the units in CMII?

    I want to program my units as i do now but in special situations much more thoroughly and detailed!

    I dont program anything and never did.

    For example:

    Move: to there(xxx;xxx;) attr:'straight', _thought -> when in "open" - do: "sneak" as Move -> when in "any trees" - do: "move" as Move .End and Hide and rotate there.

    Move ->

    "move"

    "sneak"

    "run"

    "withdraw"

    When in hulldown turn your {} What:_turret attr:'straight' !!!

    When, you do:CONTACT-ENEMY-UNIT attr:'any' "Move"->"withdraw": _somew?ere tothere(xxx;xxx;) !!!

    'Do this if this',something like that in brief. Im not a programmer you know smile.gif ))

    I would like to see this interface as fall-down menus from the right-button menu & OPTIONAL, so that one could rule them both the easy way and a little more complicated way if situation demands.

    AI cant fully decide the soldiers' behaviour any more - its dumb in accordance with its artificiality smile.gif

  7. Damn those upper hulls! Who's interested in how many slopes are on BA20 moder etc.. I mean who's interested in it more then in whether the buildings are ****in' flat or are they 3d in the most realistic tactical wargame??? They gotta be 3d ppl!

    Put a kind of targeting point at the middle of a roof or at every house's corner! The buildings are flat when it comes to targeting, for god's sake!

    Or does that point about "soft targets on reverse slope" refers to houses as well i wonder?

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