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drrowley

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Everything posted by drrowley

  1. i too had a ht immoblize, it was traveling fast and was half off, half on the road. but weather was sunny and dry. if modeling breakdowns, how about modeling tank towing............
  2. thanks sp: i thought the same thing, but then i've got ht with 350 rounds grayed out and can't shoot. unless there is away of shifting the rounds. "...something actually important". like into several scenerios of campaign and some hts' are out of ammo; yea, i'd say it was important. this from someone who wants to clump all their troops together to make them a smaller target. seems to me that fly's in the face of all the worlds military doctrine.
  3. so now i have a half track that has '7.92 ap >1k' in white, '7.92 ap 500' in gray and '7.92ap 240' in yellow. gray and yellow?????? why can't one get a simple explanation? at some point, will one be able to move ammo around, at least at the bigging of the scenerio? thanks
  4. in current pbem i called in tank target on a hill. next turn, my tank managed to hit it (didn't think they could see each other). so i adjusted to another area. but, on the last 'two' turns, it appears, spotting rounds are landing at the first target. the fo's target area is on the new target. (i've have saved turns). when one cancels a mission, i don't see the reason for waiting a turn, imho...
  5. so,, playing with the halftracks i have figured out that they are out of ammo (7.92AP). i assume that the ammo in the left window is for the personel. the ammo under the 'ammo' tab is for the halftrack. that still doesn't explain the 'grayed' out 7.92. but it seems that all halftracks have some 'grayed' out ammo listed. i have looked thru (searched pdf) the manual for anything about 'grayed' out writing and found none. i would just like to understand this 'grayed' out ammo listing. so how does ammo get transfered from halftrack to halftrack? if the personel happen to have 7.92 ammo, why can't it be used by the halftrack gun? i had gunner/driver 'aquire' ammo from another track, but can't transfer to their track. so this opposite wall be blown out is a known issue? thanks
  6. If these observations have been reported, my apologizes. I had a pz4h and p5 fire at a church steeple, at a fairly long range, on two sides. Once I got close, I couldn’t see any damage from the 75mm shells. But, what I eventually found, was that the ‘opposite’ walls were blown open. (if blown open, why didn’t opposite walls start taking damage). A halftrack’s gunner that was facing to the left and looked like he was gripping the machine gun, but machine gun was not working. According to info window, machinegun was ok (green box) but other info window, machine gun was gray’d out (I assume this means not manned). I had the crew dismount and then remount. although the crew is now at the correct facing, the gunner was still not behind the gun and the gun could still not used. Tried dismounting again and mounting another halftrack and although the gunner looked in correct position (as compared with other gunners), the machinegun still didn’t work. Something wrong with the gunner? (is there an explanation of how to post pictures?) Some things I miss in the game; the ‘follow command’, ‘shoot and scoot’, ‘find hall down’, ‘crawl’ or ‘sneak’. I understand the wanting to ‘clean up’ the uai, but ‘crawl’ or ‘sneak’ makes more sense than ‘slow’, especially for someone new. Other things; sound levels options, ‘sound tags’ or ‘see all targeting’. Targeted a stug with a 60mm mortar, when the stug started moving, crossing target at that and I was stunned to see the mortar track the stug.
  7. another thing to consider is the random number generator. math generators have tendancy to generate streaks of high's and low's. this could explain the single panther vs sherman oddity.
  8. printscreen doesn't work. is there another way of getting a screen shot?
  9. wasn't sure where to put this, ....all complaints, but here will do. 1st QB i tried, 1st unit i selected, turned out to be at gun connected to a truck. since i just wanted to position the gun, i dismounted it. couldn't move it anywhere and couldn't re-mount it to the truck. i could move the truck. so it turns out, when the units were placed on the map, the truck was in the setup zone and the gun happened to end up in the non-setup zone. i found, after moving another truck/gun in same situation, that the gun will move with the truck. and making sure the gun is in the setup zone, then, dismounting it. had a mark4, with an abandoned sherman 100 meters in front, that i gave it a 'hunt' order. it would stop immediately, with gun pointed at the sherman, but would just set there. (ok, undamaged tank in front, put couple of rounds in it and move on.) i manually targeted the sherman, but mark4 still refused to shoot it. (wasting ap?) in same QB, had a panther that start with 39ap rounds and ended the hour game with same. no matter what was going on, it would refuse to shoot at any vehicles, even if manually targeted to do so. it would shoot at infantry. during one tank target rich turn, i just watched it. gun would traverse left, then right, then left... but would never shoot, at anything. in same QB, i noticed, for an at gun placed at the forest edge, that right in front, that i hadn't notice a small rise during setup and that there was no los to the area i wanted covered. so it was a real big surprise when a sherman halted in that area and started shooting at the gun AND knocking it out. this was at 600 meter range. so how did the sherman manage to see it, in the forest edge at 600 meters, as well as manage to hit it when the at gun had no los to the sherman. i had several at guns, that never got any shots off, that were all placed on the forest edges and were engaged in ranges over 200 meters. and many of them were first shots. (why the loss of the LOS button?) had at infantry, in 'hide' mode, for ambush position on forest edge, but when the shermans show up, the shermans start shooting at the infantry at over 200 meter range. how are they being seen? had non-at infantry 'hiding' 100 meters into forest area and they too came under sherman fire at over 200 meter range. how the hell were they seen. in set up, had mortars' so that they were in range of a command flag, but when game started, they were now 'out of range'. i had several tanks, (including some of my own), were firing on the run, and worse, hit something on first shot. can the amour be ordered just to concentrate on enemy amour and not their dismounted crews? what happened to several levels of sound. like being able to shut off annoying birds or crickets. or distant cannons.
  10. don't have a problem with it either. every game has there own way of loading.
  11. i find it 'utterly unbelievable' how some people jump to conclusions. i was commenting on the 'promo video', since that was the discussion.
  12. no problem with the hit penetrating. my biggest problem with some of these 'tank sims' is firing on the move and hitting anything.
  13. you have 'individual' orders and 'group' orders, which one will they exicute in the new update?
  14. + For units 'sighted' in the 'sightings window', replace the 'sighted' with unit type. Brake up the reports tab into different window tabs. Instead of reports tab and summary tab, it would be 'sightings', 'combat report' , 'construction complete', 'units' and 'summary' tabs. 'Units' tab would still be grouped into the 'upgrade', 'additional orders' and 'idle's windows.
  15. each city and resource as a visual range, that i attribute to civilians/worker, local patrols , the grape vine, ect... so someone with binos' spots a sub out in the middle of the sea? a pt boat gets lucky and finds sub. get real, all boarders in the world are leaky. you want to find boarder violations, it's called recon. now, with longer range aircraft, there No boarders for long range aircraft. Renders spy aircraft useless. renders radar useless. What about satellites'? now i'm informed that units in transports are counted, how would they know. Hell, why not the aircraft in a carrier. can i notify ai of boarder violations? how does this apply to multiplayer?
  16. •Having the game remember the last game setup when generating a new game would be nice. It's a minor annoyance to have to re-enter all the information when I ... •Having units gain a bit of experience from combat would make for a fun addition. You probably wouldn't want too much of a experience bonus for balance purposes, .... •Having tooltips with the name and level of a unit (e.g., Tank (Class 4)) show up on the left-hand information sidebar would be useful. For example, when it ... •A more explicit indicator that we are out of research projects would be nice. I've played enough now that I tend to notice it on the left-hand sidebar. But for my ... •One UI improvement to consider if it's not too difficult is to have some indication when you try to move units but the "Replay Slider" is not at the end of the replay. ... >> •Some people have kind of hinted at this in other posts, but it would be nice to have a bit more flexibility in Field Orders. In particular what I most miss is orders ... << i like this player;)
  17. I don't think much of this border stuff either. imho, you've gone from one ridiculous situation (I.e. stacking units right outside enemy cities and it doing nothing about it), to another ridiculous situation (blind detection of any unit crossing some created boarder line). first time I ran into this, the green dots in front of a cruiser, I almost report a graphics error, because it was in unexplored area. it finally dawned on me what was going on and so proceed in testing the boarder. when I got the several warning, I pulled the cruiser out and of course the warning stopped. at this point, I had no idea what was defining this border (resource? city?) because I couldn't see anything and was irritated as to how the ai 'knew' I was there. so I brought down a sub and it too set off a warning when it crossed as well; now I'm really irritated. how the hell does the ai know my units are there? will I know when my boarder is violated? .... so a bell goes off saying, 'xyz' has violated your boarder,,, "don't know where" (according to the above statement), but 'xyz' has violated it (and how do I know it was 'xyz'). this kind boarder detection strangles any kind of hidden tactics. the way I thought this was going to work; if enemy units were in the sights of a city, resource, airbase, (eventually) forts or military unit, that would generated a warning and -tic on the relations meter. at some point, with a low relations meter count, the ai would move units to the affect area and eventually declare war. if you want a larger zone of control area (to create a boarder line), ok, but still, the units need to be sighted. however, the other thing that bothered me, was the huge control zones around resources; ridiculously large. I have a continent that I have taken, own the whole thing and this ai's sea resource's control zone takes a small bite out of the continent (of course, on the other hand, disputed boundaries have start several brush wars), it just looks weird. I'm taking another continent to the south of the resources and the control zone is so large, it will impede my movement between continents air and sea. I don't expect to run into this ai on any local land, because current ai likes to take a sea unit and do some long range resource grabbing. imho, the warnings should only occur for units that are 'spotted'. if wanting zones of control to define boarders, resource zones should be smaller than cities, airbases, forts and military units (which should also have a zone of control, raising the flag over captured land/sea). if one has an approach to an unobserved area, you post a guard. I did recon over flights of this area and because of this I started sending resource tributes to keep the relation meter in the positive area (no problem with this, it's diplomatic appeasement). the ai was accepting the 'bribes' and the relation meter was kept positive. I decide I would set up a by turn contract for awhile, boost the meter just in case I did run into him, but was surprised when he refused the contract (huh?). we'll this be in the ruleset, so that it can be modified? like, a flag the say's 'warning only when sighted' and the size of the zone of control? (if so, then my complaint is all mute).
  18. thinking of 'radar' as a whole bunch of detection systems" i agree and always liked the idea. i like the concept of a 'simple' economic system and 'i vote' that it stay'd that way. however, i'm starting over a game, because after 30 turns, i'm finding no resources. (acctually 1 gold6 and 1 food3 and four city's all producing money, can't sustain the cities, 1 transport, 2 infantry, 2 artillary and 1 biplane). these starting city's needed to, imho, had to have the resources to even start all this. at least close enough to reclaim them. there becomes a time when one likes to move an aircraft to guard an approach (sea/land choke point). but have to plot back and forth waypoints at that position. i would like to see a command that i can plot the waypoint and then order the plane to 'loiter' at that position until fuel forces it home, or if it has an 'attack' order attack enemy unit that comes into range (then return home). oh yea. ''new game", could it be setup to 'remember' what the last setup was?
  19. thats the other command i forgot, the 'explore' command. d
  20. on pre-pay'd list, so i hope so was all so interested in cmc, mnb and histwar (sure this one broke your heart), so i'm glad this one survived the out of time ax. yea, at mcewan's, the mtb game, the neatest thing i remember was the golf tee's marking destroyers gun splashes. can't remember who was doing what, but do remember it being rather fun.
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