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Lt Belenko

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Everything posted by Lt Belenko

  1. Yes, real life sonobouys need a monitoring platform but for game purposes I don't think it would be mandatory.
  2. hoolaman, Excellent use of the editor for the mines. I haven't even opened the editor yet so I'm firing blind here. The satellites go away after 10 turns, can this setting be used for the sonobouys too? Also, they should be carried by transport planes and dropped over sea.
  3. Sounds like sonobouys from a P-3 or helo. Definitely a 3-5 turn lifespan. More would be too long.
  4. http://www.battlefront.com/community/showthread.php?t=93354
  5. Just click the down arrow then click the land area to turn it into sea if that's what you mean. But a CTRL-Z; nope doesn't exist. Water question: Does the various shading /depth of the water affect passage for ships and subs? Where is it defined? In the manual?
  6. Additionally the "all seeing" issue of AI prevents the human from using similar strategy.
  7. OK. I see your point. I was thinking over all game play not an individual unit or two. I've dropped more than a few paras at a distance from anything hoping to make several drops before moving on the enemy but they come under immediate attack.
  8. Just give me a 100k (after taxes) and I'll vote for anyone.
  9. Why should it be removed? Not meaning to be confrontational, but seriously can you explain :confused: So what, if AI sees all know all? To make the game fun/challenging it's all in the settings... Adjust the game for more challenge to keep it fun. If you are beating 5 elites on one team on a small/medium map with minimal supplies available then you have a point. :confused:
  10. I've seen this too, but seems to me like planes only see/atack them when the subs are in battle with ships in the same turn.
  11. I usually spend 100% of surplus $$ on Tech. Then sell extra oil and iron for food. This worked fine in the expansion phase...I felt that I was at tech parity and expanded to a nice chunk of my region, mostly had strong ground units (2-3 per transport) and an array of transports doing the expanding. Border cities with at least one defender. typical I never noticed the AI has all seeing powers. It's just your imagination. Balanced navy is important. I've think it's a rock, paper, scissors triangle thingy. BB and CA over DD. DD over Sub. Sub over CA and BB. If arty is unloaded too close to a town then it is vulnerable to attack. Keep it at a distance to shell until garrison is destroyed. Later game missile launchers are the ultimate coastal/town defenses. 3 or 4 can beat up BBs.
  12. It just keeps getting better and better.
  13. I'm currently playing: 2k X 2K map, no wrap 2 elite AIs - same team Large islands Max resources/max towns. Fighting started around turn 100. I'm at 175 and the battle is still undecided. The best action is at the divide of the 2 AI fronts. The islands there get hit by double forces. I fight defensively there and I'm losing islands slowly. In the mean time I'm rolling up the sidelines using nukes/ paratroops to clear islands. Prior to this all my other battles were one sided - either way. Anyone else found settings that get long lasting evenly matched battles?
  14. To increase food supplies spend some research on getting Fertilizer Factories. Then build them in the cities that will give +4. Skip the +0 towns.
  15. The daisy-chain system of rally points I was thinking of would work on a large map, during the mid game, where you wanted planes produced way in back automatically make several hops to the front lines. I single jump works fine too. I now have several producing cities feed to one hub for movement to the front.
  16. Do rally points: only work for units produced in the town? or if any unit moves in to that town will it then automatically get the rally point orders?
  17. Obviously, the ship vs plane numbers are heavily in favor of ships. I haven't played with the editor at all, but is it possible to create a plane that could do better against ships yet do poor against land targets? The simulation would be using something like a torpedo or harpoon missile at advanced tech.
  18. With apologies to Pink Floyd: We don't need no Afghanistan, We don't need no CAS control. No dark sarcasm in the Peng room. Steven throw those grogs a bone. Hey, Steven throw those grogs a bone. Normandy, its just breach in the wall.
  19. Enough of the silly movies and back to work on Normandy.
  20. But are there any spies on the Beta Test Team willing to share more bones than Steve drops???
  21. There was an old Almond commercial "A can a week that's all we ask" http://www.taglineguru.com/sloganlist.html BFC: A module a month that's all we ask.
  22. Getting back to the title of this thread , this was copied from the wiki page: "Improvements in plumbing have greatly reduced the incidence of bites and fatalities in areas where outdoor privies have been replaced by flush toilets." How did Joe die? He done got spider bit. Yeah, where did it bite him? Over yonder in the outhouse. :eek:
  23. I think we'd object to no Eastern Front. Just put my credit card on file and hit it for $25 every 2-3 months with a new module Eastern or Western for the next several years. And besure and time the game releases for early December.
  24. Exactly - just no boats. And to simulate boats create some fords jutting out into the water and have trucks or HTs appear there as reinforcements.
  25. CMSF:YIN-YANG: Yanks Invade Normandy / Yanks Almost Near Garden (as in Market Garden).
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