Search found 28 matches

by Jenska
Tue Dec 17, 2019 5:22 pm
Forum: Panzer Doctrine
Topic: Panzer Doctrine
Replies: 40
Views: 3934

RE: Panzer Doctrine

Glad to see some feedback in the forum. I was gonna buy this at the Christmas sale, but If you can't finish a match, and you can't get a response that doesn't bode well. Guess I'll skip it and spend my $8 somewhere else.
by Jenska
Sun Jun 22, 2014 5:36 pm
Forum: Flashpoint Campaigns Classic
Topic: Off to Origins 2014!
Replies: 6
Views: 170

RE: Off to Origins 2014!

Yep, that IS the trouble with software. You can always change something. I've only "found" FPC in March, but love it. Any flaws are usually above my level of competence, and I'm thrilled that you guys can actually IMPROVE it. Looking forward to 2.04 and later. [:)]
by Jenska
Sun Jun 22, 2014 4:46 pm
Forum: Flashpoint Campaigns Classic
Topic: Off to Origins 2014!
Replies: 6
Views: 170

RE: Off to Origins 2014!

<t> "We will be working on code in the evenings" [&:]<br/>
I can sympathize with that; at least you have an almost complete product.[:)]<br/>
My team once took a the concept for a partially implemented computer hardware product to a user conference and ended up spending the next 3 nights with some ...
by Jenska
Sun Jun 08, 2014 1:53 am
Forum: Flashpoint Campaigns Classic
Topic: Boneheaded Friendly AI?
Replies: 19
Views: 517

RE: Boneheaded Friendly AI? -DX11 versus ??

<t> As a side note to the platforms supported and the performance that can be attained, I've noticed a strange behavior on my top end system: Intel i7-3820 with 16Gb of memory and a GTX 660ti(2Gb). When I call up the TOC, the program crashes with a memory exception about 70% of the time.[&:] My ...
by Jenska
Thu Jul 11, 2013 3:53 am
Forum: The War Room
Topic: Your views on HQs
Replies: 24
Views: 2088

RE: Your views on HQs

<r> @twotribes: Okay, I get it, you move the officers around to your HQ's rather than using Supreme HQ as a combat HQ. That works. What I don't see is what good buying extra officers does before you need them, when the PP's may be more important for upgrades/tech/factories at the beginning of a game ...
by Jenska
Thu Jul 11, 2013 2:51 am
Forum: The War Room
Topic: Some questions on random games
Replies: 34
Views: 2009

RE: Some questions on random games

<r>
<QUOTE><s>[quote]</s>ORIGINAL: phatkarp<br/>
<br/>
I usually have no staff in my supreme HQ, as it is not a combat HQ and will not benefit from having permanent staff. Staff are not required to fulfill the supply distribution function: they only exist to add combat bonuses to directly ...
by Jenska
Thu Jul 11, 2013 2:36 am
Forum: The War Room
Topic: Some questions on random games
Replies: 34
Views: 2009

RE: Some questions on random games

<r> Automatic supply doesn't depend on any actual transport capacity, the necessary transport is assumed and DOESN'T COST ANY FUEL; strategic supply is manual and may have cost associated with it. What does matter is that the supply chain be unbroken and each level of the chain be within the green ...
by Jenska
Thu Jul 11, 2013 1:47 am
Forum: The War Room
Topic: MG and bazookas
Replies: 8
Views: 1033

RE: MG and bazookas

<t> @all5n: I often spring for Light Tank II early for extra punch against other LT's and AC's. Not as powerful as Medium Tank (same PP cost) but less expensive to build and provides more individual units for better coverage. IN some games we don't get past 1 or 2 level II researches so the first ...
by Jenska
Thu Jul 11, 2013 1:32 am
Forum: The War Room
Topic: Your views on HQs
Replies: 24
Views: 2088

RE: Your views on HQs

<t> Twotribes: What's sacred about the "Supreme HQ"? Why not put it at risk for the benefits? With the new officer mod, he's no more valuable than an officer you can buy (for 10 or more PP's), and before the officer mod it was "just" the first HQ. In a recent game my Supreme HQ was cut off and ...
by Jenska
Wed Jul 10, 2013 5:54 pm
Forum: The War Room
Topic: Your views on HQs
Replies: 24
Views: 2088

RE: Your views on HQs

<t> Like Hollywood, as a random game pvp player using the new Officer MOD, I've adopted the HQ tree based on a central supply depot ("Central Depot") follwoed by a few offcier based HQ's and then non-officer combat HQ's as close to the front as possible. This provides less micromanagement of supply ...
by Jenska
Tue Jun 25, 2013 4:51 pm
Forum: The War Room
Topic: Armoured Division composition
Replies: 26
Views: 2567

RE: Armoured Division composition

<t> Okay, I stand corrected, thanks for straightening me out. I guess I just need to get enough armor in one place to hammer them properly. Three tanks vs two HT's doesn't seem to do it yet, which is what I would have expected; especially since the ht's are cheaper than light tanks. In my case the ...
by Jenska
Mon Jun 24, 2013 11:27 pm
Forum: The War Room
Topic: Armoured Division composition
Replies: 26
Views: 2567

RE: Armoured Division composition

<t> I was going to start a new thread for this, but it looks like all the right people and viewpoints are here. SO, does anyone else think that half tracks provide way too much defensive capacity for the infantry without reducing the INF combat effectiveness. It seems that the HT's are far too had ...
by Jenska
Sat May 18, 2013 11:40 pm
Forum: Advanced Tactics Support
Topic: HQ BUG??
Replies: 1
Views: 154

HQ BUG??

[&:] Sorry in advance if this is a repeat, but I haven't seen it.
There seems to be a bug in the OFFICERS version of the scenario's such that if you haven't got enough PP's (9) to create an HQ with an Officer (10), you can't create an HQ either.

by Jenska
Sat May 18, 2013 9:38 pm
Forum: Mods and Scenarios
Topic: Zen and the Art of Coding
Replies: 13
Views: 1189

RE: Zen and the Art of Coding

Oh DUH[&:]
I Was so excited to see the good stuff, I missed the add-in part.....
by Jenska
Sat May 18, 2013 7:07 pm
Forum: Mods and Scenarios
Topic: Zen and the Art of Coding
Replies: 13
Views: 1189

RE: Zen and the Art of Coding

What version of Notepad++ were you using then. ATG doesn't seem tobe in the list anymore.
by Jenska
Sat May 18, 2013 6:08 pm
Forum: Mods and Scenarios
Topic: New unit capabilites - Engine or mod'able
Replies: 3
Views: 114

New unit capabilites - Engine or mod'able

<t> Other than the tedium of creating new graphics, and a full research tree for new units, it's very straight forward to create new simple units. THANKS to everyone who's written anything about unit and scenario creation.<br/>
<br/>
ON the other hand, some capabilites seem to be hard coded nto ...
by Jenska
Sat May 18, 2013 5:40 pm
Forum: Mods and Scenarios
Topic: Getting Started and MOD Tools
Replies: 2
Views: 103

Getting Started and MOD Tools

<t> OK, I always felt modders were different from those of us who "just play" for the enjoyment and admired them for it. Having tried to add some new stuff to ATG (mostly new airbone units), I've come to appreciate that difference even more, inclduing all the graphics work that's been done for the ...
by Jenska
Sat May 18, 2013 2:10 pm
Forum: Advanced Tactics Series
Topic: ATG: Wishlist thread
Replies: 365
Views: 31115

RE: ATG: Wishlist thread

<t> To Konrads points, being able to see the detailed casuality breakdown AFTER your opponents turn in the TOTALS report would be nice.<br/>
<br/>
Fighter escort isn't automatic like interception, but they can be made part of the formation doing the airdrop or transport, and will engage any ...
by Jenska
Wed May 15, 2013 6:25 pm
Forum: Advanced Tactics Series
Topic: Fleet action / organization
Replies: 8
Views: 170

RE: Fleet action / organization

<t> Almost everything here has been answered to some extent, but some are not clear, and for new readers, I'll put them all in one post.<br/>
1. Ships can be re-supplied at sea from ANY HQ with cargo capacity. Just like strategic HQ-HQ supply transfers on land. NOTE, the cargoships MUST be part of ...
by Jenska
Wed May 15, 2013 1:58 pm
Forum: The War Room
Topic: MG and bazookas
Replies: 8
Views: 1033

RE: MG and bazookas

<t> Bazookas can be more effective than AT in some circumstances, but head-to-head they don't do so in simple situations. <br/>
<br/>
You have to keep in mind the difference in HP's and attack/defense strengths for each unit as well as the cost. At 1000 production units, you get ONE AT or 4 ...

Go to advanced search