Jump to content

Ludomeister

Members
  • Posts

    12
  • Joined

  • Last visited

    Never

Converted

  • Location
    Ann Arbor, MI
  • Interests
    Gaming, History, Motorsports
  • Occupation
    Rare Book Cataloger

Ludomeister's Achievements

Junior Member

Junior Member (1/3)

0

Reputation

  1. Hi Bartbert, I followed your instructions (I had indeed been attempting to logon to the website rather than register the product), but I still got a no-go. So I emailed you privately and hopefully we can get this sorted out. Thanks, Steinhoff
  2. Bartbert, I have a slightly different problem: it thinks my username and password are not who I am. My online name is "Steinhoff" and has been so since I bought the game months ago. I'm the Steinhoff who participated on the Brit side in the Singapore Tourney. When I went to register yesterday the boxes for my first and lastname was correctly auto-inserted, as was my nickname: Steinhoff. So the database "knew" that that was who I am. But when I typed in, very carefully, the password, it just came back stating that the name and password had been taken. The same database must be used when I attempt to logon to the downinflamesonline.com site, as it too rejects what I had been using since getting the game! This might be an old problem, as when I tried to login to this site originally (i.e., months ago) I had to choose another nickname ... the database administrator said that Steinhoff had been taken. At any rate, I'd like to get back to the game soon, please help! Thanks, Steinhoff
  3. Here's an idea I've been mulling around. One of the things I like about the old Achtung Spitfire and Over the Reich was that there were two scales of play: operational and tactical. The operational map was very simplistic - just a single plane moving over a pre-plotted line that simulated the out and back course of a squadron's flight route. From time to time you'd spot enemy planes; sometimes they spotted you first. Based on DRM's hidden in the game engine (but available for all to see who also bought the boardgames you would end up either jumping the enemy, getting jumped yourself, or sometimes you'd be in a fairly neutral position. If you had the superior position you'd be given the option to attack the enemy or just keep flying on. If you got jumped the enemy would be *right behind your butt* and you were in for a sling full of lead. Update to the new DiF: for Squadron based play you'd have all your guys in the Squadron online, as would the opposing side. You'd be given a pre-flight map showing the course you were to follow for the day's patrol. Following acceptance you'd see a graphic (updated to today's standard) of a map of war-torn Europe with the plot lines drawn on it. Plane sprites would be flying the route and the same sorts of DRM's would take place when two squadrons converged. But of course when the play went into the tactical mode you'd be playing DiF. This would allow something I'd really like to see implemented in this game: true multiplayer capability. So far the online game has mimiced the card game fairly consistently. But when I play an online game I want it to be truly multiplayer: not just one on one! The proposal I offer would help move the game engine in that direction. Finally, I also like the various proposals to further differentiate the planes in the game (the attempt to model cannons, for example). This was something that the card game could only take so far before it got bogged down in too much detail. But the computer game can handle this sort of thing quite nicely. Okay, <soapbox> off </soapbox> Ludo
  4. Adric, Thanks for the kind compliment. Your play was excellent, a point that is underscored by fact that it went down to the very last card! I'm looking forward to playing you again sometime. Ludomeister
  5. Gents, Mucho thanks ... I see the light. I think I'll give my guys a pass into the red light district of London tonight ... the R&R will do 'em good Ludo
  6. Well, the subject line says it all. I just started the Daylight 1944 campaign, taking the Allied side, and after one day I lead 10-7 VP's. But at a tremendous cost! Man, the 109 and 190 bot pilots have enough skills to make my guys look like wimps. I'm just shot out of the sky at will. *Nothing* I do makes any difference when Axis wingies have more cards in their virtual hand than my wingleader has! It's not like I can't maneuver around these guys and get into a tailing position, but what good is it when the Axis wingie then plays 2 half loops in a row and then pummels you with enough lead to create enough 25 mm. Napoleonic minis to fill a good sized gymnasium! :mad: Now, I know that any A/I has to be fairly beefed up to be able to go toe-to-toe with humans, but it ain't much fun when that uebermensch silicon opponent makes your guys look like they belong in some triple-Z baseball league in Outer Mongolia. How have you guys who've played this campaign survived as the Allies? :confused: Ludo
  7. Brian, Thanks for your very clear and concise answers. I understand the mechanics much better now. I honestly don't remember if I had damaged another of my opponent's planes or not ... our campaign was very tight at that point and the final two battles would determine victory or defeat. I was concentrating so much on the play of my cards that the scenario kind of went by in a blur ... kudos to Battlefront for producing such an "edge-of-the-seat" type of game. I shot down my opponent's *last* Betty bomber with my *last* In My Sights card of any kind on the *last* turn of the *last* battle of the game. If the bomber had been able to deflect that one shot my whole campaign would have gone (drum roll please) Down in Flames! Ludo
  8. I played a campaign game yesterday and had a couple of questions concerning allocation of VP's. 1. One game involved an Axis Patrol scenario worth two VP's to the victor; my opponent had an element of Claudes and an element of Oscars. I had one element of Hurricanes. We both managed to shoot down one plane; I got one of his Oscars and he got one of my Hurricanes. To our surprise (my opponent's as much as mine), I ended up with a victory! How is that calculated? I would have thought it was a draw, unless the game took into account that I was outnumbered 2-1 and gave me extra status for simply having survived. 2. In another match, an Allied air field worth 4 VP's if it is totally reduced, I managed to completely destroy all the Japanese planes - both the escorts and the bombers. Since this was a Singapore campaign, the system is supposed to give me double the VP's (and in fact in the above Patrol scenario it did double the 2 VP's into 4). But here I just got the 4 VP's!! Is this a snafu in the system? Thanks, Ludo
  9. First, enjoyed meeting you this morning (Oct. 9) and flying in our little 2 vs. 2 battle. I've got all 4 of the boxed games, and now this nifty computer conversion. I have a suggestion for campaign play. Why not have a sort of uber-campaign that begins at the war's start and ends in '45. All players start out with newbie pilots and have to progress (and survive) throughout the war. To add to the fun, there could be virtual squadrons that you sign up for when you begin. In the manual (i.e. card) game this would be impractical, but with the computer version playing so quickly it could actually be done. Also, it would be much more fun if you could do the campaigns as 2 vs. 2 rather than just 1 vs. 1 ... the team play aspect adds another dimension to the game. Finally, I miss the strategic options that the card game has ... any chance of these being re-instated in the computerized version of the game? Cheers, Ludo
  10. Played my first couple of online dogfights last night with StalinsOrgan after having had the game installed for, oh, maybe 3 days. My opponent was the very model of gratiousness and created some rank beginner pilots, as I had just created 4 new elements with absolutely no experience. The first game my guys were toast as I forgot to start out at Very High, but I got back in the next match downing one of his pilots. Or, actually, his pseudo pilot. I say pseudo because StalinO's connection got dropped upon startup and I ended up playing the A/I instead of StalinO! I mention this because our first match never even got off the ground due to a Dropped Connection, and I had the previous day been playing a Local version of the campaign game when I too had a Dropped Connection. Is this normal operating procedure?!? I really like this game (as I explained to the guys on the board last night, I have all of the boxed card games that Dan Verssen put out through GMT dating back to Rise of the Luftwaffe in the early 1990's), and will pick up Battlefront's computerized version if, and this is a B-I-G if, the connectivity problem is solved. Otherwise why bother? I've got PC games from the mid-1990s (like Talonsoft's Battleground series of ACW games) that had rock-solid connectivity, not a dropped connection in sight after years of play. So it can be done. I sincerely hope that Battlefront can get this solved, as I do want the full game! Ludo
  11. Thanks Manta! I guess I should have done a bit more clicking on the images than I did! As for the card game, if you get a chance you should pick up a boxed set. I never played the campaign games much, as they were, for the most part, just 2-player games. But the dogfights are tailor-made for 2-on-2, and a full dogfight rarely lasts more than 20 minutes ... you can easily play a couple in a lunch hour at work, which is where my group played the game. Four guys can have a lot of fun shooting each other down, and we never bothered with the rules about dis-engaging ... it was always a fight to the death! Ludo
  12. Hi all, Even though I've purchased all the GMT DiF card games since Rise of the Luftwaffe, I just found out about this computerized version of the game 2 days ago. Promptly downloaded the game and have been playing it (and having lots of fun) since. Quite obviously there are some differences from the manual version of the game, but for the most part everything is pretty much the same. Still, I have a few questions I hope y'all can provide a pointer to .... 1. I can't find the button to look at the accumulated damage either my planes or my opponent's planes have. Where is it? 2. One thing that's been improved from the manual game is the RPG aspect: the experience points that buy the extra skills. Many of those skills are the same as in the manual game, but some are new. That said, I can't find a listing in the online documentation that *describes* what those skills do (though you can guess at some of them, obviously). Is there documentation on that? 3. When you "buy" one of those skills, say, Ace Pilot, is it permanent, or is it something that once you use you lose? 4. When you are setting up you can choose various levels of reaction time, with the better the rating the smaller the time you get to make your decision. Is there any VP bonuses associated with choosing the Ace level, for example? Or is this just something that players can use to balance experience levels? 5. Are the "squadrons" set up so that you can play with your friends as a 2 elements vs. somebody else's squadron elements? Thanks, Ludo
×
×
  • Create New...