Search found 52 matches

by MichaelCooney
Thu Aug 11, 2011 4:37 pm
Forum: Combat Command Series
Topic: Combat Command v1.02 Public Beta Now Available!
Replies: 14
Views: 310

RE: Combat Command v1.02 Public Beta Now Available!

<t> I guess I should ask what your definition of "screen freeze" is since I was assuming you got a white screen that didn't refresh/redraw.&nbsp; Being a Windows GDI app, the game maintains a (very large, at times) bitmap of the entire battlefield in memory, updating it and copying those parts to ...
by MichaelCooney
Tue Aug 09, 2011 3:13 pm
Forum: Combat Command Series
Topic: Combat Command v1.02 Public Beta Now Available!
Replies: 14
Views: 310

RE: Combat Command v1.02 Public Beta Now Available!

<t> As Obsolete mentioned, I put together a v1.03 build.&nbsp; Here are the release notes:<br/>
<br/>
Release 1.03<br/>
-----------------------------------------<br/>
1) Last Withdraw Unit not withdrawing<br/>
&nbsp;&nbsp;&nbsp; Description: <br/>
&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; The last ...
by MichaelCooney
Wed Aug 03, 2011 1:14 pm
Forum: Combat Command Series
Topic: Final Rule on Withdrawal
Replies: 49
Views: 4037

RE: Final Rule on Withdrawal

<r> I'm still here, checking for any munginess.<br/>
<br/>
I don't know if this will help or confuse things further, but let me explain the withdraws from the code's perspective.&nbsp; Here's the algorithm:<br/>
<br/>
&nbsp;&nbsp;&nbsp;&nbsp; - Each unit is checked at the start of the Withdraw ...
by MichaelCooney
Fri Jul 22, 2011 11:23 am
Forum: Combat Command Series
Topic: What is the benefit of off board support?
Replies: 4
Views: 190

RE: What is the benefit of off board support?

<r> <QUOTE><s>[quote]</s>ORIGINAL:&nbsp; Joe 98<br/>
What is the benefit of off-board support?
<e>[/quote]</e></QUOTE>
<br/>
You mean besides adding craters to the terrain? [:)]<br/>
<br/>
Air Support and Off Board Support are basically separate/stand alone artillery attacks and use the same ...
by MichaelCooney
Mon Jul 18, 2011 11:24 am
Forum: Combat Command Series
Topic: V1.02 Bug Fixes and Enhancements
Replies: 26
Views: 846

RE: V1.02 Bug Fixes and Enhancements

Thanks, Obsolete.&nbsp; ::flips quarter::

#20 added.&nbsp; That's the last one; binaries are built.
by MichaelCooney
Fri Jul 15, 2011 5:59 pm
Forum: Combat Command Series
Topic: V1.02 Bug Fixes and Enhancements
Replies: 26
Views: 846

RE: V1.02 Bug Fixes and Enhancements

<r>
<QUOTE><s>[quote]</s>ORIGINAL: rosseau<br/>
<br/>
I thought the "missing dev" threads were rather humorous.
<e>[/quote]</e></QUOTE>
<br/>
There was more than one?[8|]<br/>
<br/>
Regarding #19, "End of PBEM game doesn't send final turn to opponent":<br/>
<br/>
Can any one send me some ...
by MichaelCooney
Thu Jul 14, 2011 2:49 pm
Forum: Combat Command Series
Topic: V1.02 Bug Fixes and Enhancements
Replies: 26
Views: 846

RE: V1.02 Bug Fixes and Enhancements

<t> Thanks JMass, I added that to the list as #15 and then Obsolete gave me #16 through #19 (all added to the initial post).&nbsp; These are all complete.&nbsp; I believe we're just about ready for beta testing.<br/>
<br/>
Again, I apologize for leaving you all hanging like I did.&nbsp; I'm quite ...
by MichaelCooney
Wed Jul 13, 2011 3:20 pm
Forum: Combat Command Series
Topic: V1.02 Bug Fixes and Enhancements
Replies: 26
Views: 846

V1.02 Bug Fixes and Enhancements

<r> This is what I have for version 1.02. Anything major that I'm missing? This was everything I gleaned from the forums and all the work is complete, so once we agree (enough [:)]), it'll go to the beta testing team.<br/>
<br/>
<B><s>[b]</s>1) Disappearing Wadi<e>[/b]</e></B> (<URL url="http ...
by MichaelCooney
Wed Jul 13, 2011 2:58 pm
Forum: Combat Command Series
Topic: Suggestion to enhance supply rules.
Replies: 14
Views: 315

RE: Suggestion to enhance supply rules.

Yes, you're both right.&nbsp; The bug is quirky, in that the angle and distance of the unit to the supply depot affects if it's found or not.
by MichaelCooney
Mon Jul 11, 2011 6:25 pm
Forum: Combat Command Series
Topic: Player requests for next release
Replies: 25
Views: 524

RE: Player requests for next release

<r>
<QUOTE><s>[quote]</s>ORIGINAL: PirateJock<br/>
<br/>
In the Editor - ability to move units on a map rather than having delete them and recreate at the desired location.<br/>

<e>[/quote]</e></QUOTE>
<br/>
I've got this one implemented. I'll provide a full list as soon as I collate ...
by MichaelCooney
Mon Jul 11, 2011 5:51 pm
Forum: Combat Command Series
Topic: Forts
Replies: 17
Views: 248

RE: Forts

<t> I'm afraid I don't have further insight into the game design, but I'll give my two cents: If it's a prepared/reinforced position, seems like you'd be using the Fort terrain to represent that, which would be something all the units would take advantage of as they entered the hex. &nbsp;The ...
by MichaelCooney
Mon Jul 11, 2011 5:15 pm
Forum: Tech Support
Topic: Game ocasionally freezes
Replies: 16
Views: 1258

RE: Game ocasionally freezes

I've got it fixed all purty.
by MichaelCooney
Tue Jul 05, 2011 9:36 am
Forum: Tech Support
Topic: Text unreadable - game not playable for me
Replies: 51
Views: 2326

RE: Text unreadable - game not playable for me

I'm using Windows XP.&nbsp; I'll have to track down a Windows 7 machine...
by MichaelCooney
Mon Jul 04, 2011 6:18 pm
Forum: Combat Command Series
Topic: An examination into withdrawls
Replies: 27
Views: 559

RE: An examination into withdrawals

<t> I think I see what's going on with this. I have some logic set up so that a unit can not go back and forth between two hexes in order to burn the required movement points. I think the problem is that I'm not initializing the "Last Hex Location" value at the start of the withdrawal phase and it's ...
by MichaelCooney
Mon Jul 04, 2011 1:49 pm
Forum: Tech Support
Topic: The victory screen
Replies: 4
Views: 659

RE: The victory screen

<t> Looking further into this, this is correct. The Axis won a Marginal Victory for capturing 200 Victory Points. The reserve points are then compared and since the Axis reserves are greater than 1.5x the Allie reserves, the victory level is increased by two to a Decisive victory. That's why the ...
by MichaelCooney
Sun Jul 03, 2011 10:03 am
Forum: Combat Command Series
Topic: Suggestion to enhance supply rules.
Replies: 14
Views: 315

RE: Suggestion to enhance supply rules.

<t> Did the units supply themselves then versus having it delivered?&nbsp; I mean, did the tracked units send tracked vehicles to get supplies and the guys on foot hoofed it back and forth for supplies?&nbsp; I remember pondering this when coding it up but I never followed up with Dave Erickson ...
by MichaelCooney
Sat Jul 02, 2011 10:47 pm
Forum: Combat Command Series
Topic: Clarification for Player's Manual
Replies: 16
Views: 398

RE: Clarification for Player's Manual

<t> 1) Supply occurs at the start of the game and then every 0600 turn.<br/>
2) Despite what the manual doesn't say, the code explicitly checks for bridges in order to draw Supply lines across rivers.&nbsp;&nbsp; I'll add this to the issues list.<br/>
3) Covered...<br/>
4) Plopping an enemy unit ...
by MichaelCooney
Sat Jul 02, 2011 1:14 pm
Forum: Combat Command Series
Topic: I suggest a "U" hotkey
Replies: 12
Views: 270

RE: I suggest a "U" hotkey

+4
by MichaelCooney
Sat Jul 02, 2011 1:12 pm
Forum: Combat Command Series
Topic: Suggestion to add some automation in a PBEM game.
Replies: 6
Views: 187

RE: Suggestion to add some automation in a PBEM game.

Oops!! Better jump off...&nbsp; [;)]

Anyone else have thoughts on this?&nbsp; How'd you rate it's importance?&nbsp; (I'm going to have to prioritize all these nice-to-haves...)

Go to advanced search