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Oddball-47

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Posts posted by Oddball-47

  1. 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

  2. I am having issues with this game since release. When i play as the soviets my tanks cant spot anything i have to loose 4-5 t34s to take out 1 pzIV. is this a bug with russian tank spotting?

    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

  3. A few words of caution on the use of extra flavor objects:

    Tempestzzzz warns:

    ANY flavor object can't stop a bullet or hinder line of sight. It's just 'flavor' Not substance.

    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

  4. 4. 2 vs 2 pbem, now the maps are so large it would so rock to each command an independent company on a different section of front on the same map against two human opponents. Unless two choose to operate together and create a Schwerpunkt...

    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

  5. 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

  6. Is there any armour involved? No spoilers just looking for a "none" or a "little" kind of answer.

    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. :D

    Cheers,

    Oddball-CAF

  7. 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

  8. best best On 1680x1050 3:08.15s Gog and Magog

    best best On 1680x1050 3:11.03s Gog and Magog

    best best On 1680x1050 3:00.46s Gog and Magog

    best best On 1680x1050 3:04.73s Gog and Magog

    Does anyone have a machine/video card which loads turn like Gog and Magog in the 1 minute range with quality settings? What HW are you using?

    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

  9. 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.

  10. 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

    CMNormandy2011-06-2300-15-04-22.jpg

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