Jump to content

BletchleyGeek

Members
  • Posts

    1,364
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Upvote
    BletchleyGeek reacted to kohlenklau in Fire and Rubble Update   
    Nice fur hats and quilted jackets! Reminds me of toilet paper that once existed...

  2. Like
    BletchleyGeek reacted to sburke in Red thunder and Covid -19   
    Are you guys F'n kidding me?  You really fall for this clap trap?  Good lord.  The panic and hoarding is a sad over reaction, but the ostrich head in the sand attitude is far worse and more dangerous.  That guy basically spun a web of no real facts and you accepted at face value that yep , all is good this is normal?  wtf??  Sorry, wrong.  This is a serious highly infectious and much deadlier disease.  What next?  The pandemic of 1918 was just another cold season?
    At least you guys are consistent in where you go for source material.  Won't be surprised at all to hear you watch Seam Hannity, except now he says he always took this seriously.
    In the public discussion of the SARS-CoV-2 pandemic in early 2020, Wodarg gained notoriety as an interviewee in video clips typically published on rightwing video channels. There he presented his thesis that SARS-CoV-2 was only one of many similar viruses which usually go undetected as part of an ordinary seasonal period of respiratory infections (casually called flu or cold), and that the worldwide activities to stop the pandemic were only a "hype" caused basically by selective perception of researchers.[4] He detailed his thesis in publications on his personal website.[5] His comments on the COVID 19 pandemic caused criticism from German scientists. Various German media examined Wodarg's claims for accuracy and concluded that his statements would largely contradict the verifiable facts, some statements were neither refutable nor verifiable, but on closer examination proved to be misleading.
  3. Like
    BletchleyGeek reacted to danfrodo in THE PANDEMIC CHAT ROOM   
    I've got an idea.  Let's NOT trust scientists & doctors who ACTUALLY KNOW WHAT THEY ARE TALKING ABOUT. Let's trust Fox news, who've done a stellar job of brainwashing people into being very unsafe (recent poll showed only 38% of Fox watchers thought virus was serious).  Let's trust the average Joe.  Like we do on climate change in america, where the scientists are all liars but folks making money off fossil fuels somehow have no reason to lie.  Oh, and basic biology is not based on evolution,  just ask the average joe.  And the earth is 6000 years old.  Just ask Joe.  And average Joe wants to know who is to blame for this!  F--k average joe, he is an idiot.
    This is not complicated to understand -- we must slow the infection RATE.  Italy has over 4000 dead w 627 dying in a single day this week and US is around a week behind them in getting our infection started.  No one in this thread so far has mentioned "flattening the curve", which is the most basic requirement for understanding what is happening:  The death rate for covid is less than 1%.  UNTIL YOU RUN OUT OF VENTILATORS THEN IT'S 3-5%.  That's 10 million in america alone.  We must keep the number of life-threatening cases below the number of respirators we have available, or 1% becomes 5%.  Italian doctors have to decide who to save because they have more dying folks than life saving machines.
    But here I see mostly conspiracy theory and unsubstantiated internet drive (w some welcome and notable exceptions).  
    By the way, do y'all know where the Spanish Flu actually started?  Kansas, USA, army base had the first verified case, though where it actually 'started' is unknown.
     
  4. Like
    BletchleyGeek reacted to Holien in THE PANDEMIC CHAT ROOM   
    https://www.bbc.co.uk/news/health-51979654
    Article trying to get an understanding of Covid vs Flu and the analysis the uk government is working with. 
    If you think this might be an overreaction it explains the modelling and why the government response is being undertaken. 
    As a leader would you be re elected if you were shown as killing 500,000 people by August? 
  5. Upvote
    BletchleyGeek reacted to Warfare11 in Question to devs: Pause cause out of sync   
    I've been playing CM BN/FB/SF2, 1v1 LAN real-time with my buddy and I've hosted. Whenever we need to pause the game in the middle of the match, my buddy will run of out sync as his timer won't stop so afterward unpausing it will cause him massive freeze and that eventually lead to game closing down.
    Any fix for that issue or when can we expect a fix as a patch? 
  6. Upvote
    BletchleyGeek reacted to Ultradave in Fire and Rubble Update   
    That's George's scenario. Appropriately moody and ominous because EVERY scenario of George's that I've played or playtested has gone to hell in a hand basket. "Life comes at you fast" as they say. This one is no exception so far (that pic was early on, and disaster had not yet struck - usually my own fault for being rash).
  7. Upvote
    BletchleyGeek reacted to DMS in The Year Ahead Bone Post   
    It's interesting to see how players will use this organization. IRL were very different opinions about using smg platoons. From screening flank to attaching SMG groups to rifle squads (in defense). Most obvious - fire and maneuver tactic where rifle platoons are firing elements, smg platoon - maneuver element.
    What do you think, did Germans adopt this organization with their Sturmzugen? Or did they come to it independently, basing on 1-st world war assault groups? 
  8. Upvote
    BletchleyGeek reacted to MOS:96B2P in Western Allies vs Soviets Expansion Module   
    Backstory?  Strategic objectives?  Counterfactual? ........... Why? 
    The more complicated this is the less likely it would be worth while to do.  
    Port over CMRT Soviet TOE into CMFB.   Then sell it.   
  9. Upvote
    BletchleyGeek reacted to Haiduk in Does Haiduk know...?   
    Hah! You overestimate my capabilities %) There is not so much BMP-1 were lost in Donbas and such happen doesn't familiar to me.  So, quick research showed this is Ivory Coast civil war, the vehicle belonged to followers of president Gbagbo and was hit by French Gazelle helicopter during fighting over the capital Abidjan. But I don't know what exactly year, because there were several clashes 2004 and 2011.
    By the way Ukrainians also participated in this war.  In 2011 two Ukrainian Mi-24P of UN peacemaking forces hit Gbagbo positions in Abidjan 
  10. Upvote
  11. Upvote
    BletchleyGeek reacted to Haiduk in Thought some of you guys would like to hear this   
    Not Soviets  This is episode of Osowets fort seige in 1914-1915 during WWI. The big fortification is situated in nowadays Poland, which in that time was under rule of Russian Empire.
    Each country has own military history mythes and "attack of the dead men" is one of its. Initially this episode was described in monography "Struggle for Osowets" by Sergei Khmelkov, who was prticipator of this defense, but not participator of this "dead men attack". All information about it reflected in the book from the words of eyewitness. According to Khmelkov on 24th July 1915, Germans, during third assault, used gas attack against one of the sector of defense, which defended four companies. They thought all defenders dead and attacked in the force of 14 German battalions. They overcame first two trench lines - all defenders were poisoned. But anyway Germans started own advance too early, because the gas cloud wasn't scatter completely yet. Southern wing of German troops turned out under own gas impact and also met resistance of survived Russian infantrymen and withdrew. But on other part of defense Germans approaced to critically important bridge near railroad. This sector was defended by two companies, which also suffered from a gas, but kept about half of personnel. As a reinforcement form the fort to them was directed a company which almost didn't suffer from the gas. So on approach to the bridge Germans was sudednly engaged with fort artillery, and in addition Russian infantrymen rushed on them in bayonets. Forward German lines fled in panic and put to flight other. 
    From German side there is only information, that after gas attack they started own advance, but when Russians met them with fire and turned out the gas didn't kill all, they stopped advance and turned back. 
    The myth was borned in 2009, when the book of Khmelkov got in the hand of Rusian journalist Voronov. To the 95th anniversary of WWI beginning he issued an article about Osowets and this episode, which he called "dead men attack". To the laconic describing of Khmelkov he added many "artistic effects" like "appeared from the green clouds Russian soldiers,  сouging up bloody particles of lungs from themeselve" and many other zombi-style describings. But this article then left unnoticed. Only in 2011 it was re-issued with "new epic details" in Special Force's magazin "Bratishka" ("The bro"). In that article already wasn't any word about Russian artillery effect, but only how several dozens of semi-poisoned infantrymen put in the flight whole German regiment. Looks like Russian propaganda specialists payed attention on this, so this article started to repost in many media, on TV etc. After Georgian 888 war and raised prices on the oil,  Russian society was in euphoria "we are strongest in the wold and can throw a challenge to the West", thus this "dead men attack" turned out a brilliant example of "Superiority of Russian spirit". Though in the real all was not like in zomby-blockbaster style.
  12. Upvote
    BletchleyGeek reacted to General Jack Ripper in The Year Ahead Bone Post   
    It's inevitable when people are passionate about a subject.
    If anything, it should be taken as a compliment that Combat Mission is a good enough game for people to get their panties in a twist about it.
    Dispassionate mediocrity is the final death knell for a game franchise.
  13. Upvote
    BletchleyGeek reacted to Erwin in Poor editing of mission briefings   
    Lots of designers have Anglish as a 2nd language so they should be congrachulated for what they can do.  Am less vorried about grammer and speling than about breefings that are either inaccurate, to complex and/or hard to unnerstand or omit important info dat the player needs in order to plan proper.  
  14. Upvote
    BletchleyGeek reacted to George MC in Poor editing of mission briefings   
    On the plus side - least you read it!
    I'm convinced few players do read the briefing. And if they do. I think fewer comprehend it.
    P.S. Not one of mine by the way.
  15. Upvote
    BletchleyGeek reacted to umlaut in To buy or not to buy   
    I usually say this when people say that CM games are expensive:

    I have lots of games that have cost me 20 or 30 $ - and I have played them less than 10 hours. Then there´s CMBN. It costs far more, but it has given me thousands of hours of gameplay - and still does.  So when it comes to price per hour of gameplay, CMBN is by far the cheapest game I ever bought.
    Like the others, I recommend you try the demos: If you like playing them, then you have found a game that you probably wont get tired of for a very long time.
  16. Upvote
    BletchleyGeek reacted to benpark in Fire and Rubble Update   
    No Facebook pics. I think only retired aunts are allowed there, nowadays. The young folks have moved on. You have to hit them in their Tik-Toks to get a peep.
    Russians in warm clothes. Lemme check the kitchen.
  17. Upvote
    BletchleyGeek reacted to George MC in Fire and Rubble Update   
    Correct  it’s set at dawn and east is to the left of the Panther. 
  18. Upvote
    BletchleyGeek reacted to Xorg_Xalargsky in Fire and Rubble Update   
    Judging from the scenarios I've played from him, it's gonna be something good.
  19. Like
    BletchleyGeek got a reaction from Lethaface in The Year Ahead Bone Post   
    Thanks for the compliment too - but that doesn't make me to be right about things all the time. Or even half of the time.
    There's a natural cycle with games: you love them like crazy, right until you hate them. With other kinds of games, there's a "winning state" - you know you're done with the game. With CMx2 there's no such a thing, but there's a "breaking point" that comes for people at different times. For me it starts when I fly right into one of the "invisible walls" that define the envelope of what is possible with CMx2. Games and simulators are by definition finite in their scope, not something infinite like Star Trek's holodeck. So I must admit it is totally unreasonable to be annoyed by those boundaries. 
    Sometimes I bounce back just all right, sometimes it's like a funny smell pervades everything that happens in the game. When I feel like that, diminishing returns set in very quickly, and I have learnt to cut down my CMx2 time to the minimum (not even playing it for weeks, which is weird, as this is indeed the one and only game that I have played continuously since 2011, only War in the East has stood the test of time like CMx2 has). My daughters weren't even born when I was playing this game, I hadn't even met my partner, and they're a big part of my life. It helps that my gaming time budget, on a good week, is about 5 hours! You get really appreciative of time, and it is easy to bail out when you feel you don't get bang for your buck.
     I think that pretty much everyone posting on this thread with a long history with CMx2 at some point or other have decided to "take it easy" and step away from H2H, posting or picking up new stuff put together by BFC & co. Some people come back, some don't. It's natural, and just the way things are.
    Happy to read you @Sublime , with your heart on the sleeve approach, just take care mate.
  20. Like
    BletchleyGeek got a reaction from Sublime in The Year Ahead Bone Post   
    Thanks for the compliment too - but that doesn't make me to be right about things all the time. Or even half of the time.
    There's a natural cycle with games: you love them like crazy, right until you hate them. With other kinds of games, there's a "winning state" - you know you're done with the game. With CMx2 there's no such a thing, but there's a "breaking point" that comes for people at different times. For me it starts when I fly right into one of the "invisible walls" that define the envelope of what is possible with CMx2. Games and simulators are by definition finite in their scope, not something infinite like Star Trek's holodeck. So I must admit it is totally unreasonable to be annoyed by those boundaries. 
    Sometimes I bounce back just all right, sometimes it's like a funny smell pervades everything that happens in the game. When I feel like that, diminishing returns set in very quickly, and I have learnt to cut down my CMx2 time to the minimum (not even playing it for weeks, which is weird, as this is indeed the one and only game that I have played continuously since 2011, only War in the East has stood the test of time like CMx2 has). My daughters weren't even born when I was playing this game, I hadn't even met my partner, and they're a big part of my life. It helps that my gaming time budget, on a good week, is about 5 hours! You get really appreciative of time, and it is easy to bail out when you feel you don't get bang for your buck.
     I think that pretty much everyone posting on this thread with a long history with CMx2 at some point or other have decided to "take it easy" and step away from H2H, posting or picking up new stuff put together by BFC & co. Some people come back, some don't. It's natural, and just the way things are.
    Happy to read you @Sublime , with your heart on the sleeve approach, just take care mate.
  21. Like
    BletchleyGeek got a reaction from Bil Hardenberger in The Year Ahead Bone Post   
    Thanks for the compliment too - but that doesn't make me to be right about things all the time. Or even half of the time.
    There's a natural cycle with games: you love them like crazy, right until you hate them. With other kinds of games, there's a "winning state" - you know you're done with the game. With CMx2 there's no such a thing, but there's a "breaking point" that comes for people at different times. For me it starts when I fly right into one of the "invisible walls" that define the envelope of what is possible with CMx2. Games and simulators are by definition finite in their scope, not something infinite like Star Trek's holodeck. So I must admit it is totally unreasonable to be annoyed by those boundaries. 
    Sometimes I bounce back just all right, sometimes it's like a funny smell pervades everything that happens in the game. When I feel like that, diminishing returns set in very quickly, and I have learnt to cut down my CMx2 time to the minimum (not even playing it for weeks, which is weird, as this is indeed the one and only game that I have played continuously since 2011, only War in the East has stood the test of time like CMx2 has). My daughters weren't even born when I was playing this game, I hadn't even met my partner, and they're a big part of my life. It helps that my gaming time budget, on a good week, is about 5 hours! You get really appreciative of time, and it is easy to bail out when you feel you don't get bang for your buck.
     I think that pretty much everyone posting on this thread with a long history with CMx2 at some point or other have decided to "take it easy" and step away from H2H, posting or picking up new stuff put together by BFC & co. Some people come back, some don't. It's natural, and just the way things are.
    Happy to read you @Sublime , with your heart on the sleeve approach, just take care mate.
  22. Like
    BletchleyGeek got a reaction from Bil Hardenberger in The Year Ahead Bone Post   
    Great post @Macisle - these passages resonated powerfully with me
    If memory serves well, Market Garden, with its intense urban fighting, did force a number of major improvements. From the top of my head, the ability of using infantry AT weapons from inside buildings was introduced at that time, as well as other subtle changes in the AI behaviour. I would expect that whatever is the heuristic that governs the selection of the behaviour of units breaking contact with the enemy is reviewed. Even if the TacAI just randomly selected between the current "wandering" behaviour and the more conservative "closest AS between us and direction of incoming fire" would be a better strategy (in statistical terms at least).
    I think it is fair to say that there lots of little features in CMx2 that were introduced, but never were revisited to respond to feedback. Definitely, due to lack of programming manpower. For the better I think, the strategy to develop this games was to go all Eisenhower, broad and shallow.
    AI orders for Area Fire is one example, the Iron mode for FOW is another one that has been in the series since 2011 and nobody can't still to this day say what are exactly the gameplay effects other than introducing a vague sense of awareness of the limited perception your units have of the battlefield. The other feature that comes to mind are the underlays for map making: still only accepting BMP format with finicky settings, that needs to have a very specific name and in an obscure folder.
    We're lucky that CMx2 exists... there's no doubt of that. I will just share the following, and I am not stirring the pot, just sharing some perspective.
    On another game that I am part of the beta testing, the scenario developers (all volunteers) decided that they had had enough coping with the spartan facilities offered by the scenario editor when it came to data export and import, map edition, consistency checking. What they started doing was basically the equivalent of a strike: no QOL improvements, no content. Guess what happened - the editor has been massively improved and in a consistent and constant pace since.
    On yet another game whose development I was part of, for many many years no improvements were done on basic QoL elements. As a result, apart from one very particularly staunch scenario designer, countless projects had been started and they died off as the requests for improvements on the front-end and back-end of the game went mostly unheeded for years. Some elementary work was done, and that was enough to reactivate the interest of those volunteers that would have provided most of the content for those games.
    I think too that CMx2 is very lucky to have around it a community of volunteers that are so dedicated as to cope with primitive scenario design tools and engine limitations that make painful or difficult to realize their vision. Without those volunteers, these games would be as dead and done as Norman Bates' mum  (what an image @Sublime, now I can't get it off my head!).
  23. Like
    BletchleyGeek got a reaction from Macisle in The Year Ahead Bone Post   
    Great post @Macisle - these passages resonated powerfully with me
    If memory serves well, Market Garden, with its intense urban fighting, did force a number of major improvements. From the top of my head, the ability of using infantry AT weapons from inside buildings was introduced at that time, as well as other subtle changes in the AI behaviour. I would expect that whatever is the heuristic that governs the selection of the behaviour of units breaking contact with the enemy is reviewed. Even if the TacAI just randomly selected between the current "wandering" behaviour and the more conservative "closest AS between us and direction of incoming fire" would be a better strategy (in statistical terms at least).
    I think it is fair to say that there lots of little features in CMx2 that were introduced, but never were revisited to respond to feedback. Definitely, due to lack of programming manpower. For the better I think, the strategy to develop this games was to go all Eisenhower, broad and shallow.
    AI orders for Area Fire is one example, the Iron mode for FOW is another one that has been in the series since 2011 and nobody can't still to this day say what are exactly the gameplay effects other than introducing a vague sense of awareness of the limited perception your units have of the battlefield. The other feature that comes to mind are the underlays for map making: still only accepting BMP format with finicky settings, that needs to have a very specific name and in an obscure folder.
    We're lucky that CMx2 exists... there's no doubt of that. I will just share the following, and I am not stirring the pot, just sharing some perspective.
    On another game that I am part of the beta testing, the scenario developers (all volunteers) decided that they had had enough coping with the spartan facilities offered by the scenario editor when it came to data export and import, map edition, consistency checking. What they started doing was basically the equivalent of a strike: no QOL improvements, no content. Guess what happened - the editor has been massively improved and in a consistent and constant pace since.
    On yet another game whose development I was part of, for many many years no improvements were done on basic QoL elements. As a result, apart from one very particularly staunch scenario designer, countless projects had been started and they died off as the requests for improvements on the front-end and back-end of the game went mostly unheeded for years. Some elementary work was done, and that was enough to reactivate the interest of those volunteers that would have provided most of the content for those games.
    I think too that CMx2 is very lucky to have around it a community of volunteers that are so dedicated as to cope with primitive scenario design tools and engine limitations that make painful or difficult to realize their vision. Without those volunteers, these games would be as dead and done as Norman Bates' mum  (what an image @Sublime, now I can't get it off my head!).
  24. Like
    BletchleyGeek got a reaction from Aragorn2002 in The Year Ahead Bone Post   
    Great post @Macisle - these passages resonated powerfully with me
    If memory serves well, Market Garden, with its intense urban fighting, did force a number of major improvements. From the top of my head, the ability of using infantry AT weapons from inside buildings was introduced at that time, as well as other subtle changes in the AI behaviour. I would expect that whatever is the heuristic that governs the selection of the behaviour of units breaking contact with the enemy is reviewed. Even if the TacAI just randomly selected between the current "wandering" behaviour and the more conservative "closest AS between us and direction of incoming fire" would be a better strategy (in statistical terms at least).
    I think it is fair to say that there lots of little features in CMx2 that were introduced, but never were revisited to respond to feedback. Definitely, due to lack of programming manpower. For the better I think, the strategy to develop this games was to go all Eisenhower, broad and shallow.
    AI orders for Area Fire is one example, the Iron mode for FOW is another one that has been in the series since 2011 and nobody can't still to this day say what are exactly the gameplay effects other than introducing a vague sense of awareness of the limited perception your units have of the battlefield. The other feature that comes to mind are the underlays for map making: still only accepting BMP format with finicky settings, that needs to have a very specific name and in an obscure folder.
    We're lucky that CMx2 exists... there's no doubt of that. I will just share the following, and I am not stirring the pot, just sharing some perspective.
    On another game that I am part of the beta testing, the scenario developers (all volunteers) decided that they had had enough coping with the spartan facilities offered by the scenario editor when it came to data export and import, map edition, consistency checking. What they started doing was basically the equivalent of a strike: no QOL improvements, no content. Guess what happened - the editor has been massively improved and in a consistent and constant pace since.
    On yet another game whose development I was part of, for many many years no improvements were done on basic QoL elements. As a result, apart from one very particularly staunch scenario designer, countless projects had been started and they died off as the requests for improvements on the front-end and back-end of the game went mostly unheeded for years. Some elementary work was done, and that was enough to reactivate the interest of those volunteers that would have provided most of the content for those games.
    I think too that CMx2 is very lucky to have around it a community of volunteers that are so dedicated as to cope with primitive scenario design tools and engine limitations that make painful or difficult to realize their vision. Without those volunteers, these games would be as dead and done as Norman Bates' mum  (what an image @Sublime, now I can't get it off my head!).
  25. Upvote
    BletchleyGeek reacted to Bil Hardenberger in The Year Ahead Bone Post   
    Well.. all I know is my reply which you quoted was tongue in cheek.. can't say the same for yours. 
    I for one feel extremely lucky that the CMx2 series exists in as many forms as it does.
    Bil  
×
×
  • Create New...