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FredKors

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Posts posted by FredKors

  1. Originally posted by Raton:

    Well, more question about a little bug that could have more importance now.

    When you play an attack, the points used by the defender are directly added to the victory points of the attacker (as casualties done, i think). Actually it coulld be a 7% or 8%.

    But now, in the campaign, we could have a really fortified position, so the attacker could get a good bunch of victory points (and being considered as casualties).

    How will be managed that "casualties", how will be determinated the victory, just by flags or by victory degrees?

    Yeah, this bug (or feature? :D ) is present only in CMBB and it is very annoying!!! It would be nice if a few bugs were fixed by a 'little' patch... :D:D
  2. Originally posted by no_one:

    First off,I don't have CMAK,yet,but I have not heard that it does.

    In EFOW in CMBB,when a unit is eliminated(KO'd,whatever)and you do not have units close enough to see that it is indeed eliminated,you can click on the unit icon marker and if it is all black in the info screen windows then it is eliminated or knocked out.

    It occur in CMAK too and it is a bit annoying.

    BFC, this is a masterly stroke indeed!!! Thanks, thanks to exist!!! :D:D:D

  3. Originally posted by Battlefront.com:

    We've not rulled out 3rd party development, but we aren't considering it at the moment. Time will tell.

    Yes, the plan is to allow the Module content to work together seamlessly. For example, if there were a Normandy game without Tigers and a Bulge Module with Tigers... you could boot up Normandy and Tigers would be available to purchase. All we have to do, I think, is simply set the availability dates along historical lines instead of to the limitations of a Module's timeframe. Meaning, even though the Bulge Module would start in December 1944 the Tiger 1 E would have a start date of sometime in 1943 (can't remember exactly when smile.gif ). So any Module, or the main game, that takes place in that timeframe will have the Tiger available. The one problem is the vehicle graphics for a situation like this... I can't see us making a summer set of textures for a winter only Module. There are ways around that though.

    Steve

    This is great! I think I will buy the first dozen of modules...
  4. Originally posted by Moon:

    Actually this isn't a bug at all. The increased points for the bailed out crew are a way to discourage using the crew for scouting, as bait etc.

    Martin

    I agree with you if CM gives a points value only to the bailed out members of the crew. But CM gives a value even to the members of the crew killed/wounded in the same attack that has KO their tank. So if I destroy a tank killing/wounding all of the crewmembers BEFORE they bail out I receive only the value of the tank. If instead I destroy a tank and one crewmember bails out, I receive the value of the tank AND the value of the killed/wounded crewmembers. And this is a strange thing (Less effective attack = more points gained) :confused:
  5. Hi boys!

    I have found a little bug in the CMAK/CMBB score calculation.

    Each tank crew member has a value of 6 points if regular, 7 points if veteran, 8 point if crack or 9 points if elite. So if I destroy a tank and kill some member of the crew, I gain the value of the tank (its cost without the rarity factor) plus the value of the crew members eliminated.

    BUT I gain the points for the crew ONLY if the crew HAS BAILED OUT!

    If I destroy the tank AND kill entirely the crew BEFORE it has bailed out, I gain ONLY the points for the tanks!

    So, for example a regular T34 model '41 in 1943 has a value of 111 points:

    IF I destroy the T34 and kill 3 members of the crew I gain 111 (tank) + 18 points (6 * 3 crew member eliminated) = 129 points.

    IF INSTEAD I destroy the T34 and kill all the members of the crew BEFORE they bail out I gain ONLY 111 points!

    I think that crews 'don't exist' for the game engine (are a sort of 'attribute' of their tanks) UNTIL they bail out. When they bail out, they become real units with a correct value. If the crew is killed before bailing out, the game engine 'forgets' to give it the right value...

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