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Kilroy Lurking

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Everything posted by Kilroy Lurking

  1. Redwolf: If you have a nVidia card make sure the Anti Aliasing is turned off - this cured my Black screen. The Bundle instals the Game in a sub-folder of the Macgames Store folder in the application folder. The patch installer has to be pointed to it to make the correct installation. David
  2. I bought the Bundle, installed the patch - and it works fine. (see my thread on CM:BN tech support) David
  3. The ability to target rooftops and buildings seen behind boccage etc. - at present the target can only be the ground...
  4. Slightly off topic..... Does the Mac version of CM-N include the Editor, that runs without issues? I am thinking of replacing my old Mac (and ditching my old PC} and would prefer not to use Boot camp even as it would mean buying the Mac version. I seem to tinker in the editor as much as actually fighting battles. David
  5. Vehicle navigation and especially convoying has been a BIG problem ever since CM 1. I think all pixeltrupen drivers are green, cheated their eyesight test and are probably half-cut and rolling their own. Anyway, for now, get over it, sink another pint and go for immersion... David
  6. I agree. Selecting armour should come up with ...mainly Tanks; not companies of armoured infantry and a bunch of half tracks with the odd Stug thrown in. however, Mix can provide some interesting if unbalanced battles. I usually select medium maps - small is frustrating as the unbalance is, well... frustrating. When I choose the Americans, I always select the force and include at least one M10 or 76 Sherman (unless I choose mostly armour) as the computer likes to picks Panthers and in platoons on a surprising number of occasions. David
  7. AFAIK first turn barrages only occur when the AI has a spotter unit with a valid LoS to the designers "support fire" target area during the first turn (and Some Arty/mortar assets, obviously) so with a little imagination such fire can be attributed to Intel..... The only problem is that when starting up a QB and there are obvious choke points in front of the set up zone it is wise to sit tight until any barrage is incomming (I haven't encountered a map where the support fire actually targets the set up zone, yet...) It would be more interresting if the support fire zones could be set up by the designer to be activated after a time lapse. David
  8. I have also been playing around with a home made QB map. Maybe I misunderstood the manual but I assumed the AI only used one Group in its Battle Plan. I will have to investigate unless someone knows for sure.... Generally the AI produces reasonable battles, though I have yet to fully understand the logic it uses regarding the support fire zones. (Not related to map making but weakening the AI controlled battles is that the Axis seems to always lead attack/advances with its half tracks which do not survive very long. It also will send unsupported (By infantry) "Stugs" forward (to where even turreted tanks fear to tread) to try and occupy pre ordained zones controlled by opposing infantry with no regard to the anti Tank threat.) Regarding the Editor; I wish for the ability to copy paste whole sections that I nave laboriously made only to find that they would be better placed elsewhere. David
  9. Yes, you will have a (nice?) surprise when you fire up a Quick Battle..... David
  10. This game is worth it for the Quick battles alone..... I have only fired up four QBs so far, all on small maps with auto selection + Mix and each one has produced really interesting and believable scenarios (though the one with my Shermans v Germans with two Tigers I was lucky to hold to a draw - I would have lost to a "Human opponent!). I hold off on the set battles until I feel half way competent on controls/tactics etc. Congrats all round to The Battlefront team. David
  11. 66 and counting.... Was first introduced to wargaming in the mid fifties when my Dad gave me a copy of "Little Wars" by H.G. Wells. He said that this was a whole lot more interesting than setting up lead soldiers and blasting them with my older brother's .22 air rifle... Fond memories of parquet floors, wooden blocks, carefully measured lengths of white strings and wheel mounted 6" naval guns amid mixed hoards of tin and plastic soldiers (and horses). By the by: to all who are eagerly waiting the Demo, I seem to remember that Battlefront's Policy is to get the full game out the door first and only then work on the demo. David (Um..reposted - now in the right thread)
  12. 66 and counting.... Was first introduced to wargaming in the mid fifties when my Dad gave me a copy of "Little Wars" by H.G. Wells. He said that this was a whole lot more interesting than setting up lead soldiers and blasting them with my older brother's .22 air rifle... Fond memories of parquet floors, wooden blocks, carefully measured lengths of white strings and wheel mounted 6" naval guns amid mixed hoards of tin and plastic soldiers (and horses). By the by: to all who are eagerly waiting the Demo, I seem to remember that Battlefront's Policy is to get the full game out the door first and only then work on the demo. David
  13. Picture posted by Bil Hardenberger *192 works for me - as did flikr (I shoot tanks on a PC/Windows 7 but I spend (waste) time on the internet using a Mac) David
  14. Frogs in ice cubes and thumbnails are all I see - I am viewing via Safari/MacOSX latest. if this any help. David
  15. Well, call me pickey, but I really hate the iMacs with their mirror displays - who would buy a car with a windscreen that reflects everything back at them? (sounds of axes grinding). David
  16. Gibsonm - Thanks for the info, Your MB Pro has a dedicated graphics chip? Unfortunately here, for the price of the the cheapest MB Pro with such a chip, I can buy a PC Box with i5/7 + 5770 graphics card and still have change for an iPad and iPod touch...Though as a Mac preferer I am resisting going this route. Regards, David
  17. Good news for us Macfellas. Any indications on Mac system requirements? I suspect the old intel Mac minis are doubtful, but what about the newer integrated graphic chips the NV 320M variety? Great news of course for the whole CM B4N progress! David
  18. Is there a way to import maps into the map editor (other than saved maps made in the editor)? Call me lazy.. but I would like to tweak some of the maps created by the random map generator. The map editor "Load" does not appear to see saved game maps.. David
  19. It also might be interesting to have an option in the game set up to have a "seen" map but FoW applied to resources (as well as "unspotted" enemy units). Regarding unaccessible water, perhaps an adjustment to the RMG so that land masses are either continuous along a map edge, or have clear water in between (them and the edge). David
  20. Brit, Great! I have to tell you that the AI is already quiet challenging, its just that if I know that the AI will never follow a tactic that is (was) accepted practice then the game ends up being more of a game and less of (WW2 era) simulation. While EoS is not as detailed as say "Harpoon" (Good thing to, as IMHO the later Harpoons were detailed to the point of unplayability) it does a pretty good job of being a convincing sim that can be played through in one (long) evening. The ability to tweak the unit specs makes balancing and adding new units a "game in its self. I hope that you will add the option of user added unit graphics..... David
  21. I've been playing a few games with the 1940 rule set mainly 20/30% land. It seems to me that the AI does not use its Air units To "spy out the Land/sea", only attacking my units when "spotted " by one of its own land/sea unit or City. Its air units also do not try and re-establish a lost contact. It seems to realize the value of bombers because it builds enough of them, but as an example I was able to sail a carrier with two tactical bombers and destroy (over a few turns} eight enemy bombers sitting in a city without any of them attacking my carrier presumably because it was not "spotted". David
  22. Another Carrier request: A repeat air sortie command that repeats the sortie relative to the carriers movement and not to the initial sorties end point. Umm..for instance a sortie ordered 90 degrees to starboard to maximum range, would be repeated exactly. And a possible bug: I have noticed on a few occasions if planes sortie from a carrier grouped with another ship |Battleship?) they fail to land on the carrier and are lost (they are within the inner range circle). This seems to be if the carrier icon is not uppermost - what I see is the plane icon on top of the BB icon at the end of the turn. At the start of the next turn Poof plus skull and the planes are gone. David
  23. The "Top" trade boxes work fine. However the lower ones sometimes don't hold the trade when closed and as far as I remember do not continue for any subsequent turns. I sort of suspect that it may self cancel if the entered settings produce a negative total (it would be nice if in this case it could be "flagged"). However as I have only tried to use this feature when resources are low it may be that every next turn produces a negative value. I must confess, apart from seeing it not working I haven't investigated it very much....I will be in touch. Another request! Please move the Trade button away (to the left) from the Close button! With regard to the UOW, it is a feature I don't use very much, for me it would be sufficient to move all the information contained in it to the "mouse over" that appears under the unit icon in the top bar. ...Game setup Window...Restore Settings....Duh! David
  24. Brit Hi! I don't like it (The UOW window). Couple of requests to add to your list: --To Make the game setup window either remember the last set up or to be able to save settings (and load) as I usually play the same with maybe only one or two parameters changed. --To be able to cycle through all the cities when the city build window is open without closing and opening anew. I think "Alpha Centauri" had this feature. And a suggestion, which may be too game changing: To have the available sources (Food, iron and oil) tied to individual cities, so capturing a city gains those resources. The resource nodes could still be shown on the map (obviously near their mother city) and could be subject to degradation by attack or enemy capture. Gradual reduction of the city would reduce the resources. I have managed to figure out the editors I think - But have not yet managed to get the "Buying and Selling" every turn to work for me yet? David
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