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Kilroy Lurking

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Everything posted by Kilroy Lurking

  1. Hi Redwolf! What graphics card do you currently have? I upgraded to a Radeon 7000Mac Edition (32MB) from the original 16MB card. Apart from the slow load/number crunching times everything is OK. (Hell, who really wants to play UT2004, Halo etc...)
  2. Speed ups Question - On my Rig (B&WG3/400) will any or all of the following upgrade options be worthwhile? Maybe getting in the wrong forum I guess, but is to do with cpu speed! Install - I Gig cpu (G3 or G4) Install - SATA PCI control card and hard disc Install - Radeon 9200/128 PCI graphics card Yeah I know, or buy a new computer (I am waiting till the "Apple/Battlefront/Graphics standoff" is resolved - ie when CM2 comes around Meanwhile any advice based on experience would be welcomed.
  3. Hi Panzerman! ... man did that hurt. You never had the joy of a "Performa 6200" :mad:
  4. Hi one and all! Running on a B&W/G3/400 with 448MB ram I get... 3 min 42 sec. averaged over five runs. (which is why I play small battles). With sound on it adds about 20 secs to this
  5. Anyone beat the AI in "A series of misfortunes"?
  6. How old is an old Mac? I first ran CMBO on a Rev-B iMac (233) - but it was NBG for CMBB! I then "inherited' my son's B&W (400) which with the stock16mb video card was OK - but I forked out for a Mac Radeon 7000 32 mb card which was a big improvement. (never had any "no fog or dust" problems either) OK here is my Question.. Is it worthwhile from a CM playing point of view to upgrade the CPU? Maybe I could then play the Large and Huge scenarios. Anyone out there with an upgraded rig? Or do I just wait for CM2 which will (hopefully) run on OSX but will probably need more horsepower anyway?
  7. Hi there one and all! Any one out there actually had any good results (as the Germans) in this Battle? Apart from the CMBO demo battles this is probably my most replayed battle - but the best I can get is a...major defeat If I play out to the bitter end (ie Last remaining Tank!). Generally I think I can give theTac AI a good run for its money, but this is a real killer. In real life I suspect that a competent commander would call off the attack after losing 25% (or less) of his main attacking force, and call for some units that are more effective against entrenched AT guns in emplacements.
  8. I've just made a Campaign tool for CMBB and/or CMAK...... Great idea! Err..Any chance of a "Mac" version?
  9. Maybe having a gun damage should cost some points (like 10% of AFV value) which would be given back if the AFV exited alive... Now there's a good idea! Also crew members from abandond AFV's - how about "reporting" to Co. Hq.?(ie. In cmd. radius.) Whilest on the subject of gun damage, I have found that the chances (seem ) to be quite high of a quick firing light cannon targeting a tank and getting "gun damage" even though it has zero kill probability and IMHO in real life would never engage such a target unless forced to.
  10. Hi there! Would'n't it be nice if the game engine did'nt take control over the screen after the "Go" button is hit - one could zoom and roam all over the map and enjoy all those great mods etc. while'st that little blue line crawls along its appointed path. (How about a thread titled "How I pass the time while the AI ponders".)
  11. dieseltaylor says... "I have been playing for 4? years and I learn at least one new thing a week at this site[some of it even relevant to the game] ; )" Absolutely! The best combat sim only gets better - but with reading the forums, playing around with 'Mods', checking out scenarios and reference books you wlll find that your actual gaming time can tend to be somewhat lacking. (esp if you have to 'boot into 9' every time.)
  12. I think a "shoot and hide" command would be more useful as the firing unit is probably in the best available position to start with. However in my experience (mainly I admit so far not in CMAK) the chances of a hit let alone a kill with the first shot seem altogether remote for a hand held AT weapon even at close range. I get the feeling that the AI asumes that the range indicators/operator experience are worth zilch and that the first shot is a ranging or calibration shot! So a shoot and Hide/withdraw command would need also to include shoot "X"times and then act.
  13. More thoughts on terrain I see.. Playing around in the Map Editor, it is possible to enhance the visual aspect of the game at a small cost to "realism": Basically what I try to do when creating a flatish desert type map is to line the beds of depressions/waddis with 'brush' tiles, leading into 'soft ground', 'marsh' and 'pool' tiles at the lower point. The upper sides can be 'rock' or 'rocky' tiled especially on the outside bends. (Anyone know the BMP no. of the "rocky' tile - not the 640 one? I would like to make it a bit more visually rocky) For the otherwise mostly flat areas I put 'brush' in the depressions and 'rock' around /on-top of bits that rise up. All of this does make it easier to read the terrain, but for a truly featureless sandy desert it looks like we hve to play the hard way. Of course for summer/autumn battles this is not so realistic! However I really prefer not to play on maps that tend to abstract the reality i.e., grids or colourful map tiles or even "Going" with "base on', 'Trees off' etc. as IMHO the appeal of this game owes a lot to its immersion factor. As I have said before herein lies a challenge for the CM next generation programmers.
  14. Contours or lack thereof came up in another recent thread - and I feel that a Contour "overlay" (as opposed to a grid) would as an option make the game less frustrating, It also occurs to me that prehaps the actual combatants in the western desert (and plains of Russia) would have had miminal, if any advance written indication ot the terrain ahead - so CMAK as is, could well be true to reality. The other observation I would like to make is that for anyone at ground level in a typical sandy/rocky desert terrain with the sun overhead is hard pressed to discern the lie of the land. This seems to be exactly as portrayed by the game. However there is a tremendous difference with a low morning or evening sun - magicaly every nook, gulley, rocky outcrop etc is revealed in stark 3D contrast. This would be a good challenge for the NewCM , PS Thanks Battlefront Guys, I just recieved my Copy of CMAK - I put off buying as I had some few CMBB scenarios to work through!
  15. Talking about maps.. It would be nice if there was a way to generate a contour map (from the map editor?) showing main landmarks and ...contours. This would reduce all the "low level flying" round the map looking for dips and gullies etc. which on flatish open ground are so immportant. Such could also be included in the "Briefings" section of each scenario for added atmosphere.
  16. I am also a little miffed that CMBB and CMAK won't run on Mac OSX - rebooting into Mac OS9 and back again is a pain in the proverbial (esp. as CM is the only programme I use OS9 for now) However I think "Their" decision to concentrate on the new engine at the expense of continuing upgrades on the old one is probably valid. (Probably - because, who knows the new games might be with Space Marines.... )
  17. Re "Yellow IncomingTargeting" line, This has always seemed a little unrealistic although great for game play! In real life if one did not see the firing flash or hear the incoming one would not know one was an active(?) target. How often does one highlight a high-risk unit and from the yellow lines choose and target back the most lethal threat? IMHO the yellow target lines should not show before the firing unit fires and then only if it is spotted. Am I missing something here? Maybe this is all tied up with the fact that all units spot for all other units?
  18. "What about giving the player in a QB the option to set regular experience as the sole baseline for AI unit purchase? I think given the nature of the QB a lot of players might prefer this even if it is ahistorical." ------------------------------------------- Good point. When I set up a QB I try to relate to some actual conflict zone/time reflecting as much as possible the type of action I imagine took place. I also like to be "supprised' by the make up of the enemy forces (eg letting the computer pick the units). But many times a QB has been uninterestingly to easy to win owing to the many green or conscript units picked. IMHO having tighter control over the randomness of the quality option would make for a better QB. On the same subject I very rarly let the computer pick my units - I still remember all those QBs of Brit infantry supported by tens of unarmed scout cars and carriers, that the AI loves so.
  19. Looks excellent! But CMBB or CMAK? (Normandy etc...). The bad news is I am aMac user..... (This is bad news?)
  20. Oh for a group movement for road traffic! A legion of time wasted plotting individual units along a windy road or through village, only to have choas as units shunt about like drunken ducks on an ice pond.
  21. Anyone out there know of a really good WW11 Naval game........ ? (must run on a Mac)
  22. Right on! I'll try to remember to read all of the post (and ponder a bit) before hitting the keyboard :eek: Maybe delaying the beer a bit might als help.
  23. Pointed helmets - could it be that last minute change of heart deleted "Pith Helmets". British troops voices - ' Son of a Bitch '....not likely I am afraid , this is an Americanism! . Try 'Cor Blimey' or some other cockney slang.
  24. Played the yanks first - lost a both stuarts to the AT guns. Easily stormed the church position and got to the bridge, with two shermans in close support. Then the Tiger shows up, takes out all my armour bar one sherman. The fly-boy saves the day, KO's the Tiger, I take the bridge Flag. Victory is sweet. Switching sides, I loose both guns, but by placing the wire in front of the church, all attacks are repulsed. The MG in the church takes out a greyhound. The allied tanks mill about on the grass slope (I am sure a human player would have been more aggressive) I send the the Tiger down the road so he is flanked by trees (maybe aircraft around) The Allied armour count starts to approach zero. One P-51 makes a perfect down the road bombing run - the tiger is straddled but undamaged, the CO was buutoned. Next turn the Rockets straddle him -no damage. Half way through the next turn, Dumkopf CO unbuttons just in time to to see the business the end of an airborn 50 calibre(?) hailstorm. However this is some serious tiger crew - not a beat is missed they take out the last two shermans in the same turn. For a finale the Tiger repulses the last effort allied charge across the barbed wire from close range - then relocating in the nick of time to the other town flag beats off all the remaining infantry attacks. Ah sweet victory. Ps. Who says air support sucks?
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