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Cabe Booth

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Everything posted by Cabe Booth

  1. I have seen some threads about bridge destruction, using satchels and such. ALso that some bridges cannot be blown down (ahem) I was wondering since I have heard in thread a guy destroying one using several 150 guns and I saw one explode from an off map rocket hit. What is the ratio? I am sure just about any amount of HE will take down a bridge. WHa about oh say um.... a small stone bridge about 100 yards long. How many shots from let's say... oh an elefant, would it take to knock out a bridge? Would the elefant run out of shells first? Also is it absolutely essential to hit the same area of the span or is the bridge as whole considered to be damaged?. Meaning do I have to hit the same spot over and over or can the bridge be targeted at ll spots until a cumulative damage causes collapse? Of course, this is all hypothetical. I am NOT currently playing a map with small stone bridge that currently has an Elefant blasting it. And I wouldn't try to destroy a bridge anyway, what would be the point? So If you are playing me in a game right now, don't worry. I am NOT destroying the ridge directly across from the elefant. It is just tall there for reasons of comparison and such. But anyway, how long until this dang bridge goes in the drink?
  2. well the bonus is that they don't need LOS to fire, at least that was my experience, I was behind a ridge in where I wouldn't be able to see what I was firing at, but it was accurate, but firing over a taller object like a building wasn't possible I think,. I guess the AVRE has a different interpretation of hull down. It is much more accurate if you can get LOS though. Dang thing is like a mortar HT that doesn't need perfect LOS, oh and blows the crapola out of stuff. Perfect for making and area infested with troops get routed.
  3. Your welcome, And yes is was surprising to me too, but then again I knew nothing about the tank before i used it that scenario. I expected longer range ect, but it is still on hell of a weapon if you can keep it safe ya and he makes good maps http://home.iprimus.com.au/mudansha/maps.html
  4. Well, I have gotten some feedback on the BoB forums as well, they seem to be of the opinion that since the results are calculated during the movie, if we both watched the movie at same time we would get different results, then you can't save the game during buying units either, not a problem. But the movie watching issue is the sticker, yes it would work PBEM vs you because I could just send the file to him and he could watch do his moves and send to me then I watch, do my move, send back and he does his then sends to you.........I think. There HAS GOT to be a way to do this, sort of like the PBEM helper but obviously more work. I just wish BFC would take the time implement it. I don't know how difficult it would be and I really don't care if it is awkward as long as it worked and had a flow to it.
  5. bad post, duplicate data. Plz remove this. [ May 22, 2007, 08:33 AM: Message edited by: Cabe Booth ]
  6. Here is a AR Flag patch for both the Grau and Gelb mod of MikeyD's German captured t34 mod 1942 tanks. The base art is of course all Mikey D and the flag has been ripped from so many different mods I have no idea who originally made it. I just thought these 2 tanks could use some protection for Rudel's stukas when he isn't busy sinking battleships. To install these mods just insert them manually into you BMP older (if you have MikeyD's mod installed) or Martins McMMM modding program available at cmmods. These could be used with any mod of the tank, but be sure that the textures match or you might have one funky looking tank. I personally have not tested it with any other version of these tanks.
  7. Uploading now to cmmods.com I found this CMMMOS file on the CMBB special edition mod disk. I would think the folks out there would like to have it....since it is so freaking nice. It is a mod for Soviet Valentine MK IV, IX and XI I included an extra file that adds Uncle Tiger's turret markings from a winter mod of his (not pictured). I cut and pasted, making sure to re-colorized the markings to a deeper red for a less winterized faded look. The mod is however defaulted to Gautrek's original no-marking turret. So you have the option of using the extra file if you wish to have turret marking, or make your own markings dangit.. I don't care. Why ya gotta be that way? Enjoy!
  8. so basically I could create a group of tanks and infatry transport ect. and then another battle group say on another part of the front I make my units of ALL types move. I save the game. Send him the save game file. and he makes all his forces move and watches AI move and movie. Send back and repeat? That's pretty nifty. Is it easy to get confused? I mean if we clearly had his tanks and men to the south of me and mine to the north, and we advanced, we could have 2 forces controlled by 2 players? Or maybe we play a really small battle and I say ok you are the tiger tank and I am the Pzgrandiers and the half tracks. We could do it that way I guess? And even better we could both watch the movie at the same time if he just sent me the file before he watched it and we started it at same time over phone? Hmmmmmm I like this idea. Thanks man! That will definitely help! Just wish it was a feature, but I know that has already been "Anna Nicole Smithed" to death (no pun intended, or wait that IS a pun?)
  9. Ok I did a search finally, my DSL has been on da crapper tonight so I posted first. I see some threads regarding the subject. Even one where a guy said he did it. Said he played a 4 player game Has there been progress in this area? If so, how does one do it?
  10. I ask this question for benefit of my brother, he isn't much into competing against people, especially me. He like to play "with" me in games. The both of us against AI or another person/people. But preferably he likes us to play types of games where we help each other. While this is very noble and nice thing about my brother, it has forced me to ask the dumbest question ever about player modes.... Is it possible to create a cooperative mode? I am not a code writer and usually when I ask questions like this they bring howls of laughter. I know it is not possible in the current menu. But is there a way that it could be manipulated in editor mode it just isn't hitting me? Where we both have control of groups of units on the same side? And if not, why has BFC not thought of this? Or I am just late on this topic and it has been discussed ad nauseum I apologize in advance. This question is just ignorant......awful. But I have to ask it for my brother's sake. I bought the game for him 3 weeks ago and I think he has played it for maybe 5 minutes. I know he would really get into this game if he could have human interaction that was against AI and he would love the modding part. We are both artists (he is the sculpture guy) and it would kind of be like when we were young staying up late painting D&D figure or star fleet battle miniatures, only now it would be tanks on a PC. There has to be a way to do it if BFC wanted to, but as I said, code and such. I know it could be done, but how much effort would it take? Is it just too much trouble? I mean, when I think of it I love fighting real opponents and not much playing AI, but it would be fun to coordinate an attack against AI on some hard settings while chatting on the phone or via team speak ect. Not asking for there to be all fancy, just a cooperative mode with no frills. I mean, if it is even possible. But code is code. Heck I don't even know if code is the problem. I am going to go work on things that I know about now. I know it sounds silly, but in some cases it would be pretty fun for fathers and sons ect. You go He goes AI goes WE GO have fun responding.
  11. Mr. Noobie's soviet BA-20. Was in cmmos form, I decided to renumber it and post it at cmmods. If if find more of the BA armored cars I will make a pack and upload that
  12. This is what the text file says. Just run the file 72 and watch the AVRE in the city by the RR tracks and bridges. File 72 (turn 23) is the AVRE kill of the stug As you can see the stug has us stuck There are 2 axis units across the bridge holding my Churchills back, so I am using my AVRE to try and get rid of that building and get some sort of LOS and kill the AT troops inside. The AVRE fires a round that travels almost over the building landing near the top floor, the blast knocks out the stug, I assume this is because the top armor is so thin, whatever the case is was pretty dang cool. Bonus play.
  13. should be listed in the word file in bold. I will double check and just tell you, bu I am out the door in SF hurry
  14. ok i made a file thats has a few of the game turns in a row They are all game files in order with Churchill AVRE action. Ask me and I can send it to you, just post here or email me. I think it is 6 turns long just over 3MB zipped. during the turns several things happen that are pretty cool to watch so I included all the turns in a row. Of course there are 2 AVRE's moving and firing. One of which gets an the unusual kill of Stug By hitting the awning of a roof above the alley it is hidden in. I assume the stug is destroyed because the top armor was penetrated by the blast. If someone wants to diagnose the kill, please do. Another instance has some UK 44 riflemen knocking out a tiger tank with a single hand grenade, not AT weapons. It was very interesting to see and it proves that infantry are deadly even without satchels and piats/fausts The third thing is just a fun encounter where an Achilles makes a heroic charge out of danger into even more, it occurs at the same time as the other events so it is all there. I enclosed a text file telling you were to look to see the action, such as the grenade on the tiger and the AVRE shell burst.
  15. I want to send you the file. i am already sending it to Broom patrol. I finally picked out the turns and gave descriptions to point your eye toward the action. In 5 or so turns there is a VERY lucky Achilles that dies of course. UK troops kill a tiger with a grenade. A Churchill AVRE scores an armor kill from an air burst over a Stug. If anyone else wants to see these files let me know. This zipped file is 2.47 MB
  16. well I still have the game cam, I was trying to make sense of it at the time. The tank is sitting there with brits 10 feet away prone on bottom floor. The little yellow or white word "hit" comes up on the tank and then I hear the guys congratulating one another.. I was under the impression that they had immobilized it and they bailed, are you saying that they knocked it out? Because it didn't say knocked out, it said abandoned when it was all over the next turn. Naverboogie? you talking about those little ap burst shells that they launch? Wouldn't have done much since guys were inside building bottom floor, or are you refering to something else?
  17. Yes, there are a lot of great KV mod on cmmods, heck there are a lot of great mods for CMBB period. As I am modding the game I will peek in to the CMMOS folder that came with the special edition box set. There are bunch of mods that are not on cmmods that are in CMMOS file form. As I run across them I feel compelled to get them back on CMMODS in a McMMM file since I am pretty sure they were there before the crash. He has some great T34 mods too, but yours have all the kick arse markings and such. I have been using the clone pattern stamp tool to combine your mods and his for personal use, best of both worlds. It is time consuming the it looks great in game.
  18. Uploaded at cmmods now I have collected all of Mr. Noobie's cmmos file KV tanks, renumbered them for CMBB non-cmmos use and made a full set. All versions are here. No winter though. I have kept them in separate folders except in cases where BMP number's were shared. Enjoy. -Cabe Booth
  19. hell yes, these will work nicely. I have some good sets, but they incomplete. I was wondering DI. Can you do a a grau set of both 250-251 with a hasty camo? Black squiggles over a dusty mod? I don't know if there were many variations of Grau camo on SPW's, but I have seen a Stug with a grau hasty by MikeyD I think.
  20. I had a tiger kill last week, The guy were even pinned in a building, the tiger parked in a an alley about 10 feet away outside. Mind you these are brit '44 rife, no AT grenades or explosives. Fist hit immobilized it, then the crew abandoned it next turn and were shot to death. I was surprised. Never had seen that before. Really make infantry valuable when u know they can pull stuff like that off even without AT weaponry. They were either crack or veteran troops, but they were in a bad way from stug fire on the building. The tiger wasn't firing on them as he was worried about a VC firefly parked around corner in a standoff of LOS while the stug was set up in an alley about 50 yards behind trying to keep m,e pinned and obliterate the building.. He was very upset when it happened,it had never been performed on him either. So we all learned a new thing that round, just glad it was a tiger for me and nada for him. Next round is when My AVRE preformed a tank kill from a airburst over the Stug on a roof awning hit dierectly above the STug. A very educational game for all of us.
  21. I have uploaded Twodog's Camo Brummbar Early with Zimm coating to CMMODS in the CMBB section. Look for it now. It should show up now under newest mods or a search of CMBB mods. this was a CMMOS mod that came with my CMBB special edition mods disk, so I converted for non CMMOS use. All props to Twodog. Enjoy the mod if you don't already have it. [ May 09, 2007, 11:20 PM: Message edited by: Cabe Booth ]
  22. Did you happen to lighten up some of the lower elevations? I was having some issues using the mod because it was just too dark on some hilly maps. I was loosing units in the darkness unless I had unit bases turned on.
  23. yes, i am ready to return to Topo high contrast, let me know when they are up
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