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z1812

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Everything posted by z1812

  1. Hi All, Among other items the following would be very useful: 1. Better multi-player stability: Currently MP does not work very well. 2. Auto-save in Multiplayer: As there is no save facility when the game crashes it becomes a total waste of time as you cannot re-start. Those are at the top of my list. However wego for MP and a better way to handle PBEM would also be nice. Regards John
  2. Hi All, Among other items the following would be very useful: 1. Better multi-player stability: Currently MP does not work very well. 2. Auto-save in Multiplayer: As there is no save facility when the game crashes it becomes a total waste of time as you cannot re-start. Those are at the top of my list. However wego for MP and a better way to handle PBEM would also be nice. Regards John
  3. Hi All, Maybe some of the Beta-Testicles have an idea? No offense, like everyone else I am just tossing a ball out there to see if anyone catches it. Regards John
  4. Hi gibsonm, I usually play at veteran. Regards John
  5. Hi All, I noticed that if I should accidently click on an area of the map (not containing units) then all unit positions are revealed (friendly and enemy ).I have noticed this in single player and I believe in multi-player as well. This is version 1.07 Has anyone else experienced this? regards John
  6. Hi All, There are quite a few thigs I would like to test if only I had the time. It seems to become complicated as behaviour may be different for the same commands depending on if it is used in wego or real time. regards John
  7. Hi All, Big Poppa there is no target Armour command what-so-ever in Wego or RT. Although I have not tried it, I presume target arcs and the hide command work in wego. The difficulty is, if your troops are caught off guard during the minute of turn resolution. A major consideration. regards John
  8. Hi All, I have had some success by doing the following. All of the ideas below are from other posts that I have read. 1. As previously mentioned split an AT team off the sqaud. 2. Give it a very, very small fire arc and if you wish a hide command as well. ( I ususally do ) 3. Then you have to micromanage a little by keeping on watch for a likely target to appear. At which time you target the enemy. This does not always work but seems effective enough most of the time. You may do the same with infantry. Regards John
  9. Hi Birdstrike, Thanks for the info. Glad you could find the "fin file". The U.N. Mods look great. I will look forward to downloading the mod. Thanks John
  10. Hi All, Thanks for the replies. I did try a few things but I did not apply an alpha channel since I don't know how. I shall research this and see if I can learn. I deleted the "stryker armour" file from the original version 100 brz file. The cage remained but changed colour to black. I also applied a transperancy to the "stryker armour" file but the result was quite bizarre. By the way nice work Birdstrike. I hope you can find the odd file that contains the fins. regards John
  11. Hi All, I was wondering if anyone has tried or been successful in removing the cage armour from the stryker. I have tried a few approaches but they have not worked. Perhaps it is not meant to be possible? Regards John
  12. Hi All, I agree with "the wood". I have had many, many hours of enjoyment with CMx1. If it costs me more to build up "my army" in the future then I am willing to pay for it. Regards John
  13. Hi All, The ammo listing seems to indicate only 2 loaded Tows are available. For me it cleared up my question of the Brad not firing TOWs on armour. I usually try to do this while moving. I shall try now with the Brad stationary. Regards John
  14. Hi All, As chance would have it I was reading about this the other day. This is a quote that pretty much sums up what I read from a few sources. "When facing heavier enemy armor the Bradley relies on the TOW Anti-Tank Missile, manufactured by the Hughes Aircraft. Launched from a smooth tube launcher, the missile’s wings and tail fins are folded inside its body until launch. Two of these missiles are carried ready to fire in a collapsible, armored launch rack on the left of the turret. The Bradley must stop in order to fire these missiles, which are them reloaded by the Infantrymen in the back of the vehicle, using a special hatch which provides armor protection during the reload operation. The missile is equipped with a massive shaped charge, high explosive warhead and is propelled by a two-stage solid propellant motor. The range of the TOW missile is nearly 4 kilometers and the missile will reach a speed of almost Mach 1 on its way to the target. This weapon is capable of destroying any armored vehicle in existence today and is deadly accurate." Regards John
  15. Hi Birdstrike, I like it too!! Regards John
  16. Thanks Seabee, A very enjoyable scenario. regards John
  17. Hi All, I must agree with the "the Brit". What has been done is not nearly enough. ToW is so frustrating as it is one of those "possibly" great games that does not nearly meet its potential. Perhaps 1c and Battlefront will do the same for ToW as Battlefront has done for CMSF. At very least you need a TAC A.I. that works. Combat resolution has to be reasonably logical. And for goodness sakes who wants to use text editing in notepad to delete a saved game made in the mission editor. The editor may be powerful and comprehensive, but who cares if it is convoluted, counter intuitive, and not enjoyable to use. Mind you I bought it and I can rationalize that by hoping it helps to move wargame development along. Regards John
  18. Hi Sgt, No but I will take one next time. It has happened now about 5 times in TCP games. Twice to opponents, who have also seen it before, and 3 times to me. Come to think of it I have never seen it in Single Player. Regards John
  19. Hi Gordon, Fantastic!! Excellent work as always. I have all of your mods dating back to CMBO. Great that you are doing work for CMSF. Thanks for all the great Mods. regards John
  20. Hi All, It seems the mount bug is still with 1.07. That is at set up you mount your troops on carriers. But as soon as you start the carriers they move along leaving the troops sitting in mid-air as if they are still sitting in a carrier. They remain stuck there all game. I have only had this happen to Red troops. Has any one seen it happen with Blue? Regards John
  21. Hi Sgt. Great mod. Looks really good. Yes there are people with talent and you are one of them. Good work!! John
  22. Hi RommL, Very very nice work. I will be looking forward to downloading these. Regards John
  23. Hi All, Thanks for the replys. Perhaps the best way to go is to contact the original author. Unless it of course it belongs to Seabee. regards John
  24. Hi All, Good topic and great info. It will be nice to mix uniform groups. How would the different sets be distributed. Is it random through the game or distributed by a standard number? regards John
  25. Hi All, I am just wondering what the etiquette is when one re-balances someone else's scenario's and wants to post them for others to try. There are quite a few scenarios including some of the original ones that could benefit from re-balancing. Is a simple credit to the original author sufficeint as when one uses someone else's map? What do you all think? Regards John
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