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MOSwas71331

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About MOSwas71331

  • Birthday 04/26/1945

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    MOSwas71331

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  • Biography
    VietNam era veteran US Army Corps of Engineers
  • Location
    Falcon, CO, USA
  • Interests
    Military history, movies
  • Occupation
    Retired computer programmer

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  1. I neglected to mention in Peeve 1 that I also can't select all of my units during the replay phase. I should be able to view the turn from the perspective of any unit alive at the beginning of the turn, yet CM:BN's UI won't allow me to do this. Why?:confused: When I select a unit of mine to follow during the replay phase, it would also be nice to see that unit's assigned path and targeting. The difference between what I directed the unit to do and what the AI makes it do might improve my understanding of the game.
  2. I agree with many of Griswold's complaints, particularly "Simply moving units in the demo took so long that he determined he'd never have enough time to finish a game." Here are some of my peeves: 1. When I'm trying to give orders to my units, there are units I can't select by clicking on their floating icons. I can only get to them by clicking on another unit icon and using the + and - keys until their icons light up. (And I can't always get to them. Sometimes their icons never light up.) 2. My units which must deploy before they can fire don't always deploy after I order them to, and I can't tell when they will or won't. Deployments advertised as taking 20-odd secs can take more than 2 minutes. (I could understand this when a unit was under fire, but this can happen when no firing has occurred anywhere near the unit.) 3. Regardless of the state of the "show paths" toggle, some units to which I've given movement orders or fire commands don't show their paths or targeting lines or arcs. 4. I know of no easy way to tell which units have not yet been given orders.
  3. Here is a situation I recently faced, and I have no idea how (1) to prevent it happening, (2) to tell when it is going to happen, (3) optimally to react when it happens. I have a two-man US light machine gun team with a target arc which is narrow (less than 20 degrees) and short (about 25 meters). The team has been in its location with this arc for a few minutes (so it shouldn't be fatigued) and has never been fired on (so it shouldn't be unusually demoralized). I do not change the team's position or its target arc as the situation continues. A ? icon appears in the arc about 40 sec into turn n, and remains in the arc for the rest of the turn. Neither LMG team member fires. In turn n+1, two ? icons and one identified icon for a two-man enemy team are in the arc for portions of the turn. (There's always at least one icon in the arc, but the icon count and their positions do change during the turn.) Neither LMG team member fires. In turn n+2, there are icons in the arc and a small explosion about 20 meters away from my team. (I believe the explosion is a grenade tossed by an icon [actually by the Krauts the icon represents] in the arc. Neither of my men is injured by the explosion.) Neither LMG team member fires. During the described turns, my LMG team member's states alternate between “spotting” and “cowering”. Obviously, they are “spotting” often enough to identify the two-man enemy team, but neither's state ever changes to “firing” –- which is what I wanted when I gave them a target arc. This is an extreme example, but it's typical of my experience with the CM:BN demo. I hoped it might not occur in version 1.01 of the game (which I got on DVD for Christmas and opened early), but it did. Am I the only one experiencing such unit disobedience, or am I simply the only one frustrated by it?
  4. I'm a US player in the first round of a 16 player elimination tournament. (spoilers deleted) My tactics probably haven't been the best, but it's hard to see what difference that makes. (spoilers deleted) From the way this scenario has gone thus far, I expect my opponent will win. I won't surrender, because that would give him a stronger victory than he deserves. After all, my men have explored every building in the farm and received points for them. For all I know, I may be winning, even though it feels like a certain loss.
  5. Count me in. harry.pool@hotmail.com. I have the same reservation as "The Instigator." "Count me in if it's limited to one or two battles at a time."
  6. I'm game, now that I have the game. Let me know if I made the cut at harry.pool@hotmail.com.
  7. It has to be at least two files per minute, because each player must provide orders for each minute of battle. They could generate the orders at the same time, but both players' orders must be available to calculate the results of the orders. Player A could send his orders to player B, and player B could provide his orders and resolve the turn. Player B should not see the results of that resolution before he sends the resolution to player A. Otherwise, player B could resolve the minute's activity half a dozen times and send A the resolution B liked best. Even with perfect trust between the opponents, there must be at least two emails exchanged for each minute of battle. (orders in -- results out) As I recall (I haven't tried a pbem games in a few years), Battlefront's pbem system prevented cheating by requiring four emails for each minute of battle.
  8. I doubt you can pbem an entire battle in one night. I expect it would take at least an hour for each side to set up, and, as the sides set up sequentially, two hours of the night will be gone before the first turn of the battle can begin. As each minute of game time requires the exchange of four emails, you and your opponent will have to exchange 80 emails to complete 20 minutes of the battle. I haven't seen any CM:BN battles with fewer than 30 minutes of battle time. Just ask how long you and your opponent need to play each minute. Add the two numbers (as play is sequential) and multiply by the designed duration of the battle. If the result is less than the number of minutes in one night, you can expect to succeed. Otherwise, you won't.
  9. Perhaps you should have titled the thread "LJFHutch: Here's the $20 I promised you." You can stiff him when he answers. That's what I'd do.
  10. As far as I'm concerned, the biggest disadvantage to splitting squads is increasing the number of units you have to micromanage. And I do mean MICRO. Things that you could do in minutes in CM1 take tens of minutes in CM2. Increasing the unit count and increasing the time required to direct each unit, multiply the effort required to play CM2 and, for me, decrease the enjoyment.
  11. Your graphics must be a lot better than mine. I can't tell when my men are batting their eyelids.
  12. That's a great idea. Unfortunately, I expect it would require a lot of effort to create such threads, as the thread creator or creators would have to read every posting on every thread to select which postings were appropriate for which created threads and possibly place some postings on more than one of the created threads. This could be done by volunteers, but I doubt Battlefront would want to give the volunteers control over portions of the forum.
  13. If I ever win really big bucks in Powerball or Megamillion, I'd be happy to chip in a million or so US $.
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