Search found 20 matches

by Dualnet
Sat Dec 11, 2010 6:40 am
Forum: John Tiller’s Campaign Series Support
Topic: PBEM Can't read battle file
Replies: 1
Views: 66

PBEM Can't read battle file

Dear Support

I've been playing a PBEM game for several weeks and now it's stopped working. I had to re-install my games, I'm up to the latest version 1.04. I'm running on VISTA.
by Dualnet
Fri May 01, 2009 12:12 pm
Forum: John Tiller's Campaign Series
Topic: Artillery Spotting
Replies: 97
Views: 2584

RE: Artillery Spotting

The problem is that it is broke! Particularly for large games when vast amounts of artillery can fire on a target on one side of the map, switch immediately to the other side of the map and then back again
by Dualnet
Thu Feb 05, 2009 11:03 am
Forum: John Tiller's Campaign Series
Topic: PBEM Campaign games both DCG & LCG
Replies: 1
Views: 43

PBEM Campaign games both DCG & LCG

Jethro is it possible to convert the DCG & LCG games to play as PBEM
by Dualnet
Thu Jan 29, 2009 10:34 am
Forum: John Tiller's Campaign Series
Topic: Artillery Spotting
Replies: 97
Views: 2584

RE: Artillery Spotting

<t> Jason,<br/>
<br/>
I must admit I’m not in favour of different drift values. <br/>
<br/>
I don't think a complicated artillery structure is needed, what is needed is to restrict the ability of every unit to act a spotter for all the artillery. My personnel preference would be to leave ...
by Dualnet
Tue Jan 27, 2009 10:57 am
Forum: John Tiller's Campaign Series
Topic: Scenario Questions
Replies: 18
Views: 388

RE: Scenario Questions

<t> What kind of scenarios do you like to play against humans? <br/>
Very large preferable with more than two players<br/>
<br/>
What kind of scenarios do you like to play against HAL?<br/>
Hardly ever ocationaly campaign<br/>
<br/>
Do you prefer to attack or defend?<br/>
Don't mind <br ...
by Dualnet
Thu Jan 22, 2009 12:36 pm
Forum: John Tiller's Campaign Series
Topic: Artillery Spotting
Replies: 97
Views: 2584

RE: Artillery Spotting

<t> The introduction of FOs is secondary to artillery being controlled by either the organisation it belongs to or has been assigned to.<br/>
<br/>
What I object to is the ability of any unit on the battlefield to spot for all of the artillery on the battlefield from one moment to the other. <br ...
by Dualnet
Wed Jan 21, 2009 9:34 am
Forum: John Tiller's Campaign Series
Topic: Artillery Spotting
Replies: 97
Views: 2584

RE: Artillery Spotting

<t> Again I couldn't disagree more. This game is very good, but everyone I know; (about 6 people) who play it, have always questiond the Artillery rules, particularly when playing the larger PBEM games. We always play with the fire by map switched off and have had a house rule that limits artillery ...
by Dualnet
Tue Jan 20, 2009 11:44 am
Forum: John Tiller's Campaign Series
Topic: Artillery Spotting
Replies: 97
Views: 2584

RE: Artillery Spotting

<t> I couldn't disagree with you more; your attitude seems to be "we can't get it perfect so let’s do nothing". That's what the option button is for, to allow you not to use it.<br/>
<br/>
At the moment the way the Artillery is modelled in the game is far too simplistic. It may be fine for a small ...
by Dualnet
Mon Oct 27, 2008 1:39 pm
Forum: John Tiller's Campaign Series
Topic: Artillery
Replies: 8
Views: 300

RE: Artillery

<t> Whilst I'm sure your correct about the theoretical change time. I've spoken to artillery men who explained the technique of spotting, range firing, and then call for fire on target. <br/>
<br/>
As this relies on communication, and human beings under battle condition, I don’t believe it would ...
by Dualnet
Fri Oct 24, 2008 12:34 pm
Forum: John Tiller's Campaign Series
Topic: Artillery
Replies: 8
Views: 300

Artillery

<t> Can anyone explain the logic of artillery producing higher levels of fire power the closer the aiming point? <br/>
<br/>
From my point of view, a high explosive shell should have the same effect whether it hits the ground 1000yrds or 2000yds away.<br/>
<br/>
Also the ability to switch ...
by Dualnet
Tue Sep 30, 2008 10:00 am
Forum: Mods and Scenarios
Topic: Mined bridge hex - mod
Replies: 5
Views: 196

RE: Mined bridge hex - mod

<t> Yes Junk2Drive. I want to simulate the effect of a mined bridge that is triggered when a unit enters the bridge hex, I'm happy for this to be a hexside bridge just that the mine has a percentage chance of blowing the bridge as well as inflicting casualties. It would be removeable in the same way ...
by Dualnet
Mon Sep 29, 2008 10:03 am
Forum: John Tiller's Campaign Series
Topic: MCS User WISHLIST
Replies: 363
Views: 14773

Mined bridge hex

Jason
&nbsp;
Would it be possible to combine the "Mine" code with the "Engineer Bridge Blowing" code to create a mined bridge hex that had a chance of distroying the bridge as you move onto it?
by Dualnet
Mon Sep 29, 2008 9:51 am
Forum: Mods and Scenarios
Topic: Mined bridge hex - mod
Replies: 5
Views: 196

Mined bridge hex - mod

<t> Jason,<br/>
<br/>
Would it be possible to join together the "mine" code with the "bridge blowing" code to create a mined bridge hex. This would have a % chance of distroying the bridge when you move on to it. This would prove usefull in all sorts of scenarios but would be particularly useful ...
by Dualnet
Mon Mar 31, 2008 12:17 pm
Forum: John Tiller's Campaign Series
Topic: MCS User WISHLIST
Replies: 363
Views: 14773

RE: MCS User WISHLIST

<t> Couple of things<br/>
&nbsp;<br/>
Make artillery fire dependant on chain of command and add a delay factor for firing from one hex spotted by one unit, to another spotted by another unit. It seems to me a bit ridicules that you can shift the entire artillery from one side of the map to another ...
by Dualnet
Mon Mar 31, 2008 12:00 pm
Forum: John Tiller’s Campaign Series Support
Topic: PBEM Wierdness
Replies: 2
Views: 48

RE: PBEM Wierdness

Everything checked except fire by MAP
by Dualnet
Wed Mar 26, 2008 1:26 pm
Forum: John Tiller’s Campaign Series Support
Topic: PBEM Wierdness
Replies: 2
Views: 48

PBEM Wierdness

<t> PBEM error<br/>
<br/>
When I get my opponents file back it has several bugs.<br/>
<br/>
I can't see any of his units <br/>
The fire range display doesn’t work <br/>
The only visible enemy are shown as "?" <br/>
I can’t fire at any of the enemy<br/>
I can't move a unit into an enemy hex ...
by Dualnet
Mon Feb 26, 2007 12:46 pm
Forum: John Tiller's Campaign Series
Topic: Upgrades/Changes
Replies: 76
Views: 1240

RE: Upgrades/Changes

<t> The artillery from the entire front should not be able to fire on a particular hex on go 1 and then switch to fire on another hex on a completely different part of the battlefield for a completly different command on go 2. <br/>
<br/>
I believe artillery should only fire in support of a unit ...
by Dualnet
Tue Feb 13, 2007 12:59 pm
Forum: John Tiller's Campaign Series
Topic: When & What updates
Replies: 0
Views: 73

When & What updates

<t> Is it possible to have a report on where we are with the campaign series. When you expect it to be available and what updates/wish list items are to be included in the first release. <br/>
<br/>
I know you get asked this a lot but simply saying soon is driving me crazy, just be honest if it's ...
by Dualnet
Tue Jan 30, 2007 10:13 am
Forum: John Tiller's Campaign Series
Topic: Upgrades/Changes
Replies: 76
Views: 1240

RE: Upgrades/Changes

<t> Reverse movement for vehicles during retreat. <br/>
&nbsp;<br/>
Some&nbsp;change to the game engine permitting&nbsp;recon other than "recon by death".<br/>
&nbsp;<br/>
Increased survivability for concealed AT guns, perhaps&nbsp;some type of&nbsp;calculation could be made after&nbsp;these ...
by Dualnet
Wed Nov 16, 2005 11:37 am
Forum: John Tiller's Campaign Series
Topic: Wish list
Replies: 167
Views: 2630

RE: Wish list

<t> I have continued to play the campaign series ever since they came out, I and two friends of mine play exclusively PBEM games. I have always thought that the AI in games was a bit of a waste of time, humans are much better to compete against, so all the improvements I want have that in mind. <br ...

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