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hm_stanley

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Everything posted by hm_stanley

  1. Before I dismount my pixeltruppen.. I always grab all the Ammo out of the half-tracks.. now, I'm not sure if this weighs me down? ie. slower ground movement for the squad, or it makes no difference whatsoever? Seems silly not to grab the ammo.. since going back to a blow-up halftrack kinda defeats the purpose of having that extra ammo there in the first place?.. Thanks.. just curious.. since this game penalizes anything that doesn't seem plausable (taking the entire 1800 7.92mm ammo boxes from the HT, in the real world, would WEIGH a squad down.. clinking along with all their stuff...)
  2. oh.. and it's page 80 where they talk about what the OP was testing..
  3. Well.. if you read German, you can read the Tigerfibel yourself.. actually reminds me of those old time car manuals.. http://www.alanhamby.com/tigerfibel.shtml
  4. Wow.. never heard of this game ever.. I feel like a total idiot. Thanks dood.. you're chock full of data
  5. Would it work? The Civil War is my favorite conflict in terms of content.. but I would imagine it would be impossible to model favorably all the components that would make the game an interesting WEGO experience. Syd Meyer failed miserably, but at least he tried.. Gary's game Blue and the Gray was just too big, hard to get deep into it.. I need things shooting at one another to keep my ADD interested.. Discuss..
  6. Speaking obliquely ... where are the motorcycles? I want to zip around in my cab car mg42 mount and shootstuff.. was there a reason they were left out? My guess, they add no "purpose"..but I'm sure their werr tons on motorcycle companies in Normandy..
  7. I have seen this only in the attack on the generals mansion scenario. I put a hmg team in the tall tower overlooking the battlefield and they never positioned themselves correctly. I tried this over and over again and finally gave up. The gunner takes a position behind the plotters and is not directly in front of the windows. I even attempted to shoot the windows to get more firing slits and that didnt work. They always remain in back of the spotters. This was on the 7th floor of that tower. Maybe others can confirm my findings. They did fire sometimes, but only at targets that were left of their relative position behind the spotters.
  8. What is the likelihood of getting triggers in the AI? That would be rather cool to say if x => y then do this.. for any type unit.. or even better, move to defensive positions here.. this would really add a worthwhile level of complexity to solitaire games..
  9. I'm at 16 minutes left... center town is held and moved deep into territory. right and left flanks are holding and firm.. I'm starting the push on the right flank after .. well.. carnage.. they kept coming and well.. I kept shooting. very very very good scenario.. it took me three days to play it. I think it's 30 minutes per day, or at least that's my time sink. This scenario is really three different battles and a real test for a battalion commander. I think the push (or at least what I did) is press the center. That seemed to really work. I've lost two stugs, 1 panther, and causalities are very limited. Really gives you an idea of how powerful these recon detachments were.. fantastic game.
  10. I'm sure this has been talked to death.. but I truly miss the MG42 fart. The sounds seem to have the middle channel maxed, with a high pitch to them. Is this something that Steve and BFC have acknowledged? I would imagine that some of the sounds should have a shallower, deeper sound to them - especially the MG42. I'm sure someone will figure it out in the modding community, but I've tried all the sound mods so far and I'm afraid that those don't meet the mustard. I read somewhere on the mod forum that even when modulating down the sounds, somehow the sound produced as a result of it being rendered in the sound engine is "still" of the "high-pitch" variety. I haven't played with it yet, I was going to replace it with a canned MG42 sound, but I figured others have already done this and maybe it's just something that needs to be fixed in the core sound engine... or maybe not? But then again, maybe Steve and BFC were going after a more realistic "sound report" with small arms and this is actually how it would sound in the field, and that our understanding of the MG42 fart is misunderstood?? I really have no idea...
  11. Hi.. Not sure if I understand the tank/at gun covered arc problem. I t appears to me when you select shift+target arc that you get a 360 covered arc for both AT and Tanks (in addition to troops). Is everyone saying that when you do this, the AT guns and Tank shoot anyway when a target becomes available? I guess I've not noticed this, but I want to confirm. Also, am I understanding covered arc correctly? Is there another way to do covered arc in the UI and a "cover arc" nothing to do with target arc action? That seems improbable, but again, I'm new to this interface and I'd like to make sure I understand correctly. thanks,
  12. john tiller is my hero.. simple, elegant games.. that work. that dood is smart man. I met him about 10 years ago at a games conference, I think he was with Talonsoft or HPS or doing work for HPS, can't remember.. but dood was smart.. I think he's created a million games last count.
  13. we should ask him... http://www.linkedin.com/pub/eric-young/9/443/436
  14. it's hard to abstract out a game in a forum.. why not set up a wiki or something.. and then it would be easier to parse.. no? http://www.wikispaces.com/ <-- FREE WIKI'S
  15. Squad Assault and GI Combat... I didnt think they became games, I guess they sucked since i never heard about them or played them..
  16. Does anyone remember Eric young (I think that's his name). He was one of the main developers on close combat. He and keith zabadou parted ways and he went on to create a game that was supposed to be 3d close combat, and there was a company that he hooked up with who was going to publish it, and then it just never materialized. I was a beta tester for cc 3, 4 & 5. Keith was a good guy, and very proud of his games. I had most of atomics software.. Anyway, anyone know what that games name was?
  17. Vien, brilliant idea.. I will try this. I did get improvement by allowing the app to control the 3d settings. Before, the settings through the NVIDIA driver panel had the card on Quality..and that may have been the culprit.
  18. Is it me or does this grind my very fast Nvida mobile 9800GTS to a crawl? It was screaming beforehand, and now ugh!.. and I rather like the affects mr vien has put together.. any help here?
  19. Wow, an official response.. I feel honored. I think you're right, after reading all the "features" of CM:BB I can see why you would never do that again, it's pretty overwhelming. I think the features you've focused on in CM:BN is really spot on, and again the only thing I would think you would have added would have been vehicle damage.. but I won't beat a dead horse. Berlin to Barbarossa is just enormous.. and the amount of content, let alone the varied nature of that theater (tactics, strategy..) is just too much. This is why I haven't bought Gary's game "War in the East.", it's too much and I can't get my head around it.. and I know if I bought it I would sit there and just.. well... stare... like i did with his game "blue and the gray".. great idea, and man I was stoked.. played it over the weekend and never played it again.. my head exploded. I think your strategy of adding in incremental features per new module load is the way to go, not only from a biz perspective (can't be everything to everybody, and you should never try).. but it adds a sense of "impatience" on the player base, that is.. "I can't wait until you add vehicle damage in the next module, where I get to also see wunderkind running around in fancy camo.." anticipation is healthy In addition, limiting the scope to operations, like from what I've read, bagration, market garden, caen, etc. really focuses the agenda from a content point of view (expectations are pretty much set from a player's content demands), while not limiting you in your creativity on enhancing the existing feature set of the game ...like vehicle damage modeling.. wait? did I mention vehicle damage? //SIGNED//
  20. I'm not sure this is posted anywhere, I'm sure Steve has talked about this.. but is the Germany order of battle made up of elements from the following divisions and regiments? I'm looking for information in and around 6/6/44 - 6/30/44 (shortly after the release of Lehr) German: 352nd Infantry Division, with the 916th Grenadier Regiment attached Battalions from Panzer Lehr (the teachers) 94th Infantry Division (reconstituted from soviet theatre) 91st Infantry Division (then reformed as the 344th) 243 Infantry Division 920th Infantry Regiment 921st Infantry Regiment 922nd Infantry Regiment On the American Side 1st Infantry Div 29th Infantry 82nd Airborne 4th Infantry Division 502 and 506 Parachute Regiments Ranger Battalion (not sure who they were attached to) It appears there are no SS in the game, correct? (or attached battalions). This would make later scenarios harder, since many SS divisions participated in Lüttich, etc. By that point, most regular Heer units were below strength. In addition, I'm trying to understand the TO&E inside the scenarios.. or are these just "historically" accurate representations of order of battle for the German Heer in 6/44? Meaning, where did Steve get the info and on what Regiment did he base his TO&E on? Basically this all boils down to is that I'm trying to compile some information on units involved the initial release of Lehr 6/15/44, and those small unit recon advances into Omaha/Utah. Those battles/mini-campaigns would be fun to re-create, and I plan on trying. I would like to be both faithful to the scenery and units involved (using google earth and old pictures) My favorite canned battle thus far has been "dogs and cats", what a great scenarios from either player. I love recon unit meeting engagement battles.. they are such fun.. two bricks smacking into one another.. he who gets the most firepower wins, or gets lucky. I've played that scenario six times, 4 as German and 2 as US, I've only won twice... once as American and Once as German.. I think that makes for a good scenario. BTW, I didn't realize how many fusilier companies were part of a Heer battalion.. I went scouring over material today.. I really only thought those were part of British Commonwealth TO&E, but I was wrong. I guess Does anyone know what distinguishes a fusilier battalion from a standard grenadier battalion? I always thought a fusilier battalion was light infantry, recon (traditional british term for light muskets) and a grenadier battalion was heavier, MG, mortars, the like. I guess I always thought a heer recon unit was named Aufklärung, hey learn something everyday.
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