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Falconander

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Everything posted by Falconander

  1. ...I told you.. leave the monkeys alone with too much time and they pick up bad habits.....
  2. Look... I am not playing.... Kitty gets it if my wishes are not met....
  3. I tried to warn you.... the poor little guy was left to himself with no Brits to play with...
  4. Look...He's going to just lay in the road until he gets the Brits.... ...This is gonna get messy....
  5. C'mon....I don't know how much longer I can keep these guys under control.....
  6. Look... this could get out of hand quickly.... Just hand it over and we will play nice...
  7. You don't want monkeys with lots of time on their hands... bad things happen....
  8. Been covered before but I'll second the notion to unit stats. I believe the TOW series has this so I find it unusual that it is not here. Sometimes this is the best part of the game and makes strategy throughout change accordingly. As far as the targeting thing goes, I kind of like it the way it is now. Either I know for sure, or I am frantically checking around to see if we got him. I also have to go and check bodies but this is not too far from having soldiers getting close enough to verify the target has been killed. Sometime I wonder if we achieved the objective but find out with a sigh of relief that the boys got em. I guess that is part of the AAR. Sometimes in the midst of the fray you don't have time to figure out who is who so you have to rely on intel coming down to see if the target was hit. That is strange that you would get points for a target that actually was not killed. I'll have to pay attention to this... I think I have played before and not gotten the points for certain targets but I may not remember correctly...
  9. Wengart, You have mail... ...My troops are amassing at the mess hall and gathering supplies...
  10. Can't access hotmail from work but I'll give it a go tonight...
  11. Wengart.. You can e-mail me for a match... I'm good on nights and weekends....
  12. Fighting Seebee, You can move multiple squads in formation. You just have to place them in formation and move them with all selected. So I place three squads across with the platoon leader, AT and machine guns in the rear. Maybe I run some scouts to the flanks or a sniper team. After you get the spacing, give the move command. Only good in open terrain but saves time as I can move them as a group. As much as you play, this is probably not new news for you, but thought I'd mention it since it achieves the results I am looking for.
  13. Oh Don't start a new one... you are soooo close..... Who will break it ? C'mon you know you want to...
  14. I'd still give Ron "Buddy-aid", he's just stating the facts...
  15. yeah, CM is by far not a graphical depiction of violence... Yes, I am a "wolf" as you would describe and I have 'cubs' that I have trained to admire the honor, duty and camaraderie that are entwined in the military. One might focus on the bloodshed and find things liked Gears of War gruesome and uncivilized, the other however, will see the display of tactics ,teamwork and heroism. Xs and Os is fine for Tic Tac Toe, but this is a depiction of war. As Artillery came down on some poor Syrians, my son muttered to himself hom unfair artillery is (even though he was the Marines). He told me that he hated artillery. I guess there was no honor in killing someone from afar... course he is much more of a sword on shield player. You need violence in a war game or you are going to raise a bunch of kids who think its fun and games out there. When an artillery round hits, body parts fly. Depicting it any other way, would be an injustice to both the weapon and to the player. As CM matures further, I hope the damage mods evolve for vehicles and soft targets alike.
  16. Yeah, I am finding the art of FOs in the AI plan. Trying to get them to the right spot, stay alive, not get surpressed and call in effective artillery. Meanwhile every swinging joe is throwing everything they have at them. I guess that is why the Syrians get the 120mm more often.... I think I am going to have some of the FOs start off "in place" on the map instead of trying to run them up and try and hide....
  17. Last question for awhile.... I hope... Cna someone give me a description of the use, complications and best practices for these variables. Started to cover it on a different thread but wanted to focus on this. The way I see it now Exit After/Exit Before works as such 2:30/10:00 ... so my Marines will attempt to execute the command after 2 minutes and 30 seconds of game time have elapsed but need to get this done before 10 minutes have passed. At least that is my take. What if they can't get there before the Exit time? Do they scrap the rest of the orders and stand in place? I heard a lot of people use the Assult command, do you find you get good fire this way? If vehicles cannot reach a point, will they cancel the rest of the commands. I tried to have vehicles go through a dry river bed that had mud in the middle. Another time I found the vehicles on the side of a cliff. I guess the pathfinding of the AI had issues. Guess I can baby step them with more points to reach. Anyway, help on the "exit" command is appreciated...
  18. I'd have to go with the 40mm round especially since he said the click.. the impact from a distance produces the small whitich cloud. If you are playing turn based. Reverse back and you sould be able to see the trajectory and track the round. Also, 40MM, usually will be followed by many more 40mm rounds tracing the same trajectory...click...click...click....40mm tends to rain in on the objective Course I see sniper's buddies firing solo rounds as well....
  19. I am gettign used to the Scenario builder which is very cool. One thing I have not been able to get right is the artillery attacks. I have 3 Fos for the Syrians but cannot see the command to have them call fire. Just the regular assault commands. I do see in the AI fields that there are support targets but I figured these were mapping targets for our FOs to pursue. Well in this mission I have 4 120mm batteries available but the idea is that the FOs are not suppose to make it. If they make it to the spot where they can call fire, the marines' day gets a bit worse. When I started the mission, all four batteries of 120mm just pour down on my marines with no spotting rounds and deadly accurate. Meanwhile the FOs are nowhere in sight. So I took this to mean the AI target location is to simulate artillery coming in but I found no way to control the timing. (No exit after...) Also I'd like the ability for the FOs to call it on as I can hopefully surpress/kill them with snipers and scouts/hasty ambushes before they get close enough. Any help is appreciated....
  20. Thanks for all of the excellent replies. Hopefully the end result will be some fresh blood up at the depository for scenarios MikeyD, you bring up a point of confusion for me. My exit after/exit before stats were, I thought, pegged at 30 minute intervals. This was a bit frustrating for me as I thought the AI will make up their own mind when to move out during that time frame. I thought 30 minutes was a big 'interval' to make up their mind. I guess you type it in as you say. I'll have to try that tonight. Cabal23, I redid the scenario for right now as a fix with no reinforcements. Soon as I get that down, I'll try the reinforcement thing again.
  21. Aww man... Control Click.... ..Many of life's mysteries are now solved.... ...Can't wait to try this out...
  22. Thanks Paper Tiger, I'll try that over the weekend. I have been building scenarios now (about 5-6) but all of these are head to head (lan). I'll take some of these and try this out. Sometimes to check myself i make a map with a high ground in the middle with an FO or something non combative. I find it a good way to watch the enemy execute their orders before the attack phase.
  23. Ok, Can't believe I am actually going to go home tonight and look at the stars on my computer.... ...that is a pretty cool feature... ... course I'll be pointing to the big dipper when <CRACK> my lead element will go down to sniper fire... ...death under the stars... not a bad way to go....
  24. Well I scrapped that mission and have since started to build missions practicing with multiple AI movements and all has worked well so far. The only thing I have not tried is AI arty and reinforcements with moves. I'll try these later tonight. I think the problems I was having earlier stemmed from reinforcement so I'll see if I can duplicate the problems.
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