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Posts posted by Oddball-47
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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
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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
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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
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YES.
Game is successfully ordered.Now I just has to wait a few weeks.
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
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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
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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
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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
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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
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Much obliged for clearing that up for me, lads. <S>
Best regards, Oddball - CAF
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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
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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.
Cheers,
Oddball-CAF
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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
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Magnificent flick, Jorge! Thanks for posting that up. <S>
Best regards, Odd
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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
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I'm in for $25 as soon as the bank transfer gets processed.
Best regards, Odd
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Any way in all Christendom that we can rid of that pesky time limit?
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
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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
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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
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Johnny, many thanks for the detailed answer. I think I'll have a whack
at it tomorrow.
Regards, Odd
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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.
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I'm bumpin' this. It's sorely needed
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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.
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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
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My thanks to everyone at Battlefront for a wonderfully fun and immersive wargame.
Having purchased, CMBO, CMBB, CMAK and now CMBN I can honestly say each
has gotten progressively better and I've not ever felt like my purchase was
a bad investment, unlike a number of other games I've purchased over the
years from other publishers.
Well done and thanks again!
New file at the Repository: In the Fields Where the Poppies Grow (2014-12-07)
in CM Normandy Maps and Mods
Posted