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A Canadian Cat

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Everything posted by A Canadian Cat

  1. See what Steve did there. Gave "co player" supporters hope and then took it away but the hope still hangs around there in the back of our minds. Well answered:)
  2. I am certainly not an official source - just a happy customer. But I think I get where BFC is going so lets see if I can answer your questions and get it right. A bit of yes and no here. Both opponents will need to be playing the same version of the game. You both need 1.01 or 1.1 to play (I currently have both of those installed on my machine since I still have a game going on the 1.01 patch). Packs will not be much different from modules in terms of inter-play. Consider the CW module: CW needs the base game patched to 1.1 to work. But I can still play against an opponent who only has the CMBN base game (patched to 1.1 though) as long as we stick to scenarios that are designed with the base game. Same will happen for packs. Consider a hypothetical future where there is a Funnies Pack that ships next. If you have CW installed and I have CW plus the Funnies Pack we can play as long as we stick to scenarios that were designed with the base game or the CW module. The question I have left is will the game be coded to recognize what version is the minimum needed? By that I mean if I have the CW plus funnies pack and I design a scenario will the game be smart enough to indicate that the scenario is playable with the CW version of the game as long as I don't include units only available in the funnies game or will it just flag it as needing the funnies pack if I have that pack installed when I create the scenario? NOTE: The above is a hypothetical future my made up pack is not real I just used it as an example. Thankfully Mods for this game are totally orthogonal (love that word) - separate from the features so Mods will not cause confusion. Patches are for bug fixes upgrades are for new features. Patches are *not* going away anytime soon - cause neither are bugs.
  3. LOL - I agree we do sound like many Americans. It is my American friends that think I sound funny. I still do not hear it:)
  4. With the announcement of CMFI and the following upgrade to 2.0 BFC will have implemented half of my top priority list of features. After I post this I am going to edit my sig line so for posterity here is what my sig looked like before today. Number 1 and 3 are coming soon. Thanks BFC I am really looking forward to the new release. But in the mean time I am sure having fun with the existing game. Thanks again. Ian
  5. They do pick their weapons up and rejoin the fight. I just rescued a scout team that gave up just before back up arrived. Once their mates had pushed the Germans back and joined them they put their arms down and returned to normal. Broken, but active again.
  6. No it is not possible for users to add custom armies to the game. There have been mod work done to make current models in the game look like they are from other armies. Look a the recent threads talking about mods to create Pacific theater battles.
  7. Nope, with the CW module the pre-order people got access to the download before the rest of us. Initially the word was it would be days before they opened it up to everyone. It was painful. In the end it did not take days but...
  8. Let me start by saying I am very happy to see your announcement and I plan to order ASAP. So here is my request. Make it possible to pre-order download only. Please. I have no desire to have anything mailed nor do I need CDs but I do want to play the game as soon as it is ready to go. When the CW module was released only those who pre-ordered could download right away. Which is fair enough - they paid money for the privilege. The thing is *I* want to pay money for the privilege but I do not want anything mailed to me. So, BFC while there is still time please make it possible to pre-order download only.
  9. I presume that you can have the upgraded CMBN 2.0 along side an install of CMBN 1.01 and an install of the patched version 1.1 (with the CW module) such that you can start which ever one you want. This is how you can continue to play your on going CMBN PBEM games and start playing around with the upgrade features too. I currently have CMBN:CW (1.1) and CMBN 1.01 sitting on my hard drive. I have one game going in the 1.01 version and several in the 1.1 version some CW related and some not. That way you never have to choose between playing your ongoing commitments and playing with the new stuff.
  10. Awesome stuff. Fully modular, upgradable, extendable and backwards compatible - it is the holly grail of programming. Nicely done! Looks to me like you guys have made the right decisions about separating engine from content and after a lot of work are poised to take full advantage. My hat's off to you.
  11. LOL me to - sniff. Yeah the money is an issue but money is just money. I am already having trouble finding enough time to play CMBN as it is. If I have Itally, Eastern Front and a modern war to play with to I'll never sleep
  12. Thanks @womble and @sublime - I "get it" now. I'll have to find an opportunity to try it. I do not have any games going right now where I am playing the Germans where this might come up.
  13. Agreed, thanks Bimmer. I was eliminated in the first round but I still had fun and would do it again any time. I am glad that in the end the person that eliminated me (@eniced73) has gone deep in the tournament. I can console my self with the fact that I was beaten by a clearly excellent player.
  14. Interesting I have to admit I do not "get" this. In what situation can you do this? When running from cover to a flanking or rear position to the enemy tank? How does this work? What difference does it make if I give the order end point to the AS I want them to fire from or the AS one square closer to the target? I thought they would not setup to fire until they stopped moving and moving an additional 8m would mean more time until they fire. I hope someone can shed some light on how this works.
  15. The Stug III's gun is really low - it sticks out of the front of the hull. They have a great profile. In Carbide Carbide I moved my Stug to various firing positions and the most of the time I had no trouble getting it to be able to fire where I wanted. I had about the same amount of difficulty as I did with the PzIVs - which is to say very little.
  16. Well look at that - clearly I did not study my briefing very well.
  17. Oh yeah I am amazed that I still have an operational tank. Given the pounding one has taken and the fact that another was taken out by AT guns pretty much right away. Didn't we start with four tanks? My memory kinda sucks but I though there were four.
  18. LOL fair enough. I have to say though since the game does not give me feedback that the bluff is un-scalable by a Sherman I like @Broadsword56's idea of putting enough heavy forest on the slope that a player can tell their is no way up. This is going to suck for the Rangers. The engineers already know they are on their own but the Rangers thought they had tank support:) IMHO the game should be telling me I cannot have a vehicle drive up that slope. A tank commander should be able to look at a slope and say "There is no way" or "Yep no problem" - for the most part. I realize there would be some ground close to the max traversable slope where the TC could make the wrong choice but hey the game already tells me if I can and cannot go over marsh or heavy forest. Having said that I rather doubt that this would rank high on the "fix list" since it does not come up very often.
  19. That is the conclusion I am coming to as well. So the question then becomes how can I tell what slope the tank can go up? How can I tell it cannot make grade. The game is not giving me feedback to indicate it cannot climb. Tonight I'll re-plot my way points perhaps just one or two close to the tank and see what happens but does anyone have any suggestions for how to determine if a tank can traverse a slope or not in game?
  20. What a great seg-way into a question I have. What about tanks driving up the bluff? I have one operational tank left and I did manage to get if off the beach. There are spots on the wall they cannot traverse and others where they can. The tank is on the right side of the map above the sea wall on the flat dirt and rocky area below the green bluff. The Rangers have made it to the top and have setup a screen for the tank to safely make the climb. But I cannot get the tank to go up the bluff. I have plotted a course that looks good to me and the game let me plot the way points (I put several up the slope to be sure it was possible to get up there). I was also careful to make sure there are no "no go" spots between the way points - all good. The tank has not moved. I do not get it. Am I doing something wrong? Should the game be giving me feedback that the tank cannot make the grade? The tank is not immobilized either.
  21. Remnants of 2 Platoon of the 145th engineers breach the wire and head up the hill.
  22. Got it - that's fine. Forgive me if I do not try your suggestion of playing CM stuffed inside a 50 gal drum:-)
  23. Good - I was suggesting though that instead you try and calibrate your monitor / video card using the basic method mentioned in the link I posted earlier and then see if the night scenarios look better to you. I think you should try to fight in the dark - after all your pixel troops are:D Just make sure it is a dark you can see shadows in.
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