Jump to content

Oddball-47

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Oddball-47

  1. Dang, if it's generating a "rage quit", I've got to play it! What's the name of the scenario?
  2. Isn't it true that the actual visual placement of a unit/vehicle in the later versions of CM is an abstraction within an 8 yard "hotspot" ? For instance, we sometimes see vehicles which seem to move -through- a tree trunk or -through- another vehicle in the same hotspot. I suppose one could then profer the idea that while the Russian tank appears to have an LOS to the German tank that perhaps in actuality said LOS is blocked by the game engine abstraction of the tree placement. However, with the tree by the -German- tank, given their respective widths, I could perhaps buy into the fact that -some- of the tank is obscured by the tree trunk, but not the entire tank itself. In any event, I can easily empathise with the perplexity/frustration of the original poster. Regards, Odd
  3. http://www.3ad.com/history/wwll/feature.pages/death.traps.htm I read this years ago. It's a great insight as to what happens to damaged/destroyed tanks on a battlefield after the fact. Regards, Oddball-CAF
  4. Just out of curiosity, what would be the reason that a "3.0" upgrade wouldn't show on the splash screen as being "3.0" as opposed to "2.whatever" ? Regards, Odd-CAF
  5. If you're never played any of the games in the series, you're in for a wonderful time. I've been playing the series since the original "Combat Mission: Beyond Overlord" came out about 14 years ago. Regards, Oddball-CAF
  6. Lord Hedgwich, I recently played a PBEM game as the Russians with T34/85s and Su76s for armor. I lost about 20 tanks/SPGs to German armor at ranges of about 1200 yards tops and none of my tanks/SPGs could even see what was tearing into them so badly. It mattered not if they were buttoned or unbuttoned. To be honest, I found it quite frustrating. As to the "why" behind it, I've not a clue. Regards, Oddball CAF
  7. Hi Umlaut, My apologies if I've misunderstood your post, but after reading it, I made a test scenario using some forward observers and various "sheds" (in the editor under "flavor objects") and found that they do indeed hinder line of sight. I did not try any firing however, so cannot comment on their ability/inability to stop small caliber ammunition. Have I misinterpreted your post? Regards, Oddball-CAF
  8. Hi Sickie, You can do multiplayer PBEM games now with any of the CM games. Using CMRT for instance, say you have three guys playing. Players A and B are the Germans and Player C is the Russians. The "commander" (Player A) for the German side fires up the scenario to be used, inputs his password (all he can do that turn) and emails it to the Russian player, Player C. Player C loads up that file on his end, inputs his password, then sends that file to Player A. Now, Player A loads it up and inputs the orders/movements for his "half" of the German units. He then -SAVES- the game when he has finished and emails it to Player B, the other German player. Player B works -HIS- units up and then ends the turn, sending the resulting file to Player C, the Russians. Player C then loads it up, does his orders and emails the new file generated to -BOTH- German players so that they can both see the "movie" playing out. Then only Player A will input new orders/waypoints for the German side. Again, saving it after he's done so for -HIS- units, then saving it mid-turn and emailing it to Player B. The process just repeats itself throughout the game. Works like a champ. Best regards, Oddball-CAF
  9. Hi Montana, Welcome aboard. Here's a link to a bunch of tips with accompanying screenshots which I personally felt were/are quit helpful: http://forums.gamesquad.com/showthread.php?105314-CMBN-Tactics There's only one of 'em I couldn't quite grok. It's the one where the poster inputs about twenty waypoints and subsequently selects one of 'em as being optimal; I got a headache looking at it. I've been playing CM since the original release and have never grown tired of it. That's something I can't say for any other game I've ever played. Regards, Oddball - CAF
  10. Much obliged for clearing that up for me, lads. <S> Best regards, Oddball - CAF
  11. Dumb question time: If I purchase one of the modules for CMBN will I still be able to do a PBEM with a guy running the "vanilla" version? Regards, Oddball CAF
  12. Hi Ian, With regards to your question and in keeping with your request for a "none" or "little" answer, I will say there is "some" of what would ordinarily be described as "armor". However, if one were to expand that definition somewhat. ie: at what point does steel thickness become armor, then... I would have to say one side might have... a lot. Cheers, Oddball-CAF
  13. Hi Erwin, The honest answer is that the implementation of an AI plan(s) was simply beyond my ken. What is presented here to the community is a scenario that is a result of over 300 hours of design and game/balance testing. If any of the CMBN grognards well versed in AI implementation would like to have a crack at it, I've absolutely no problem with that whatsoever. As it stands it plays out wonderfully via PBEM, affording both the US and German "commanders" a plethora of tactical options and an equal shot at victory. Regards, Oddball -CAF
  14. Magnificent flick, Jorge! Thanks for posting that up. <S> Best regards, Odd
  15. My box loaded Gog and Magog up in 1:15 using "best best On" 1680x1050 Here's the basic specs: Operating System Windows 7 Home Premium 64-bit SP1 CPU Intel Core i7 4770K @ 3.50GHz 34 °C Haswell 22nm Technology RAM 8.00GB Dual-Channel DDR3 @ 800MHz (9-9-9-24) Motherboard ASUSTeK COMPUTER INC. Z87M-PLUS (SOCKET 1150) 28 °C Graphics W2252 (1680x1050@60Hz) 2048MB NVIDIA GeForce GTX 770 (ASUStek Computer Inc) 36 °C Hard Drives 112GB ATA Corsair Neutron SCSI Disk Device (SSD) 33 °C 932GB ATA WDC WD1002FAEX-0 SCSI Disk D Regards, Odd
  16. I'm in for $25 as soon as the bank transfer gets processed. Best regards, Odd
  17. Quick and dirty way is just open up the scenario you're going to play with the editor. Under the "Data" header, you'll see the designer-imposed length of battle. Change it to whatever of the selections in the pulldown menu you like. Regards, Odd
  18. Hi Old Fritz, My apologies for the reposting. I plead guilty to not doing a forum search prior to beginning a new thread. Thanks a TON for all the information in your reply. I can see I've got a LOT of reading to do. Regards, Odd
  19. Hi folks, Been a LONG time since I've posted in here. As I anxiously await the release of "Red Thunder", I've been doing some web surfing, and came across the following "treasure": http://www.allworldwars.com/Small-Unit-Actions-During-German-Campaign-in-Russia.html Regards, Oddball
  20. Johnny, many thanks for the detailed answer. I think I'll have a whack at it tomorrow. Regards, Odd
  21. Sigh...okay, I've used the "search" function and was unable to find a thread explaining how to make gridded terrains. Can someone lay this out for me or point me to a thread which explains the process? Maybe I'll give it a shot myself. Having an in-game map with large expanses of it ungridded is beginning to wear a bit thin. Interestingly enough, while searching, I found several posts stating that the poster found the use of gridded terrain "gamey". I personally do not adhere to this. In real life discerning discreet elevation changes is very easy, whereas given the restraints of a game/monitor these changes are quite often not at all discernible. Given the scale of the game and the import terrain plays, I'm surprised there's not a toggle feature within the game itself which would add or remove grids, like the toggle for trees.
  22. I'm bumpin' this. It's sorely needed
  23. I would like to see gridded terrain of all types as part of the actual game itself, with a "toggle" to turn it off/on. Given the game is tactical in nature and elevation changes of even a minor degree can be so important to discern in order to properly deploy one's forces, I think this should be a priority.
  24. Gents, I'm doing a PBEM and I'm at a point where it's imperative I be able to properly discern some elevation changes. I've got a gridded grass mod as you can see, but this wheat field is drivin' me nuts. Is there a mod for this and if so, could you please include a direct link to it for me? My thanks, Odd
×
×
  • Create New...