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Showing content with the highest reputation on 07/07/2019 in all areas

  1. 2 points
    One of the training scenarios had Syrian units labeled as 'Opfor' units with the battle location a training ground in Jordan. Another scenario was Blue-on-Blue located in Germany before the war. Another scenario pegged Syrian 'fighters' as Lebanese Hezbollah out of Tripoli, with combatants as Blue allied Druze militiamen.. Basically you can call (or imagine) any unit to be anything. Put a Humvee, an elite sniper team and an FO on the map and call them 'Special forces' or 'SEALS' or 'mercenaries' or 'CIA operatives' or anything you want. That's what the scenario designers do!
  2. 1 point
    Jace11

    Snowy Windows

    Little mod I made to supplement the snow effects on modular buildings in CMFB What it does: Adds snow effect to doors, windows and window frames in snow conditions (i.e using tags). Adds some snowy balcony frames - these aren't very good though as they way texture is used elsewhere prohibits a nice effect on the balcony floor, but better than nothing I suppose. Also, I fixed the window alphas for every window used on modular buildings so when you look through a window the frames and windows are in the correct position (i.e the window texture and alphas now match up so the window is transparent and the frame isn't - not always the case in the window textures.). I'll try and post some screenshots at some point. https://drive.google.com/open?id=147QdozhNwhkrec0gvVDnvcDZyA4qk_zL
  3. 1 point
    Right. I'm all up to speed with the whole issue. Just checking from your last post if it was still the same scenario or if you moved on to #2, or #3, or whatever. Thanks.
  4. 1 point
    What scenario? Still in Scottish Corridor, number 1?
  5. 1 point
  6. 1 point
    wgbn1968

    CM Helper Replacement?

    Yes, I'm interested. I'll wait for instructions.
  7. 1 point
    wgbn1968

    CM Helper Replacement?

    I can arrange translations into Russian and German
  8. 1 point
    37mm

    Combat Mission Vietnam?

    Indeed, a "hack" too far.. However, once I've finished alpha'ing out or pasting over the bits I don't need, it will be the M113 (which the YPR-GN is basically just a variant of anyway). I've been working on the sounds, as a separate project, since December(?)... you wouldn't believe how many different sounds & "soundscape philosophies" I've gone through in that time.
  9. 1 point
    IanL

    81mm mortar penetration?

    I cannot find an actual post from Steve but I thought he has said in the past the he doesn't want everything from the inner workings to be public. We players should learn how to play the game like we do life by experience. See above. I'll just add I'm not sure that would be a valuable thing for Steve to do. I'd rather he work on the design stuff he is currently doing. Everyone here knows how to get something fixed. Share saves. Reproduction odd happenings and conduce research to show what we see is incorrect. Many of us already do that officially and unofficially. This is the biggest mystery. It's mind boggling actually. I love playing this game and I don't need to know why evey little thing happens. In fact I think that would detract from some of the fun. Go play.
  10. 1 point
    @StefanKollers Kind of depends on the situation. In urban terrain I would almost always split them. In more open terrain maybe not. From my notes: Soviet squads don't often have Assistant leaders, so splitting will pretty much always drop one teams Leadership rating, as well as imposing the "rule-based" penalty for operating counter to doctrine. Engine manual 4.0 page 61: Syrian, Soviet & Italian Armies will suffer a morale penalty if split teams are out of close visual and voice C2 of the Platoon HQ.
  11. 1 point
    MOS:96B2P

    Combat Mission Vietnam?

    +1 @37mm Cool. I especially like the weapon sounds etc. Cliff hanger with the vehicle showing up at the very end.
  12. 1 point
    37mm

    Combat Mission Vietnam?

  13. 1 point
    Bulletpoint

    81mm mortar penetration?

    I think this whole debate comes down to players assuming explosions in CM are modelled in high detail, where actually they are very abstracted, based on my experience playing the game over the years. All the game cares about* is that an explosion of size X goes off at distance Y from a soldier. Then the soldier gets a modifier to his "dice roll" for being in a building and for being prone. If he rolls low, he gets hurt, no matter if he's on the other side of the building looking out the other direction, if three of his buddies are outside standing next to the explosion and should be much more exposed, etc. A dice roll is a dice roll. *There are probably few more factors, such as ground type, ammo type (mortar VS shell), etc. But basically it comes down to chance if the guy gets an unlucky dice throw or not. No fancy shell burst pattern or fragment tracing. Also, I think hand grenades are even more abstracted... I see very little connection between where the grenade lands and whether it causes casualties or not.
  14. 1 point
    Tactical operations at that scale don't really fit for this game engine. To do those justice you'd need a smaller scale and actual individual unit order capability. You might also find it excessively boring. Your mission - take up a remote observation post and monitor the village from hiding for two days..... report your findings later. Larger operations on the scale of Mogadishu with Delta, the Rangers etc can be done. A little creativity even w/o modding. I wanted to see about doing Generation Kill. Thing is ToE for Marine Recon seems to be a platoon is 3 "squads" of 6 men each. So I took a Marine platoon, assigned headcount to 50%, combined and then split the resulting squads to have 3 and 4 man teams depending on how CM split them up. I then got a bunch of Hummvees dismounted the crews and mounted up Assassin 1 and off they went.
  15. 1 point
    snarre

    81mm mortar penetration?

    modular buildings are heavy buildings.
  16. 1 point
    Sgt.Squarehead

    Combat Mission Vietnam?

    TBH, this doesn't look much like Syria either: The Acme Plantation House.....Same map as the coastal village above, but about a kilometre and a half inland!
  17. 1 point
    That "squad" is a MG team set up at the gap in the bocage. There is also an AT gun team near the center of the map. They both will consistently suffer similar fates. It's a lot easier to see what's going on if you run it at Basic Training level. Then you get the identities and god-like spotting, and can also see if they are in C&C. (They are). I've run LOTS of tests with this and with the Roadblock scenario that was also listed as a problem. The only thing I can get consistently to happen is the crew-served weapons teams breaking and running toward the enemy under HE fire (like the Churchill firing in Scottish Corridor). Reported for confirmation on the Beta testing forums. Several of us have run numerous tests to try to find the common factor. Also, in the Roadblock scenario, while I see the behavior in that save file, when I run it myself from the start I cannot under any circumstances recreate it. And I've very hard placing multiple teams and squads in those positions, static and moving. They all behave "correctly" HOWEVER, there is no HE fire being directed at them and that's the only times I've seen any odd behavior.
  18. 1 point
    You can pick your Italians at an incorrect date, save them along with your Germans as a core file in the same way you would for a campaign and then import it into a scenario set to the correct date.
  19. 1 point
    When someone posted the Scottish Corridor campaign save file (in one of the CMBN threads) for examples of forward rush occuring I continued playing through the campaign with 4.02 and in almost all the battles the behaviour continued to obviously appear. Esp with enemy (German AI) coming forward through hedgrow gaps to be mowed down. I figure motivation is set very high as otherwise enemy remain in place to last man and need persistant winkling out apart from when they appear spooked / provoked minimally with just gun fire near them as a trigger to their dash of doom. Surprised to hear here that the aberrant and stubborn bug is thought done & dusted.
  20. 1 point
    weapon2010

    81mm mortar penetration?

    perhaps im delusional, i would think heavy buildings should offer better protection when hiding prone.
  21. 1 point
    Heirloom_Tomato

    Market garden

    They are exclusive of each other, so no you do not need Commonwealth module for Market Garden.
  22. 1 point
    Sgt.Squarehead

    81mm mortar penetration?

    I just don't see those as WTF moments. For me a CM WTF moment is when my cunningly concealed T-55MV tracks the side on Abrams right to the end of the turn, then mysteriously loses sight of it just in time for the orders phase!
  23. 1 point
    IanL

    New CMMODS IV

    Is it possible to disable the authoring of new posts? It would be appropriate for the transfer period.
  24. 1 point
    Thank you Kaunitz for the very informative (June 5 post) video re platoon formations and scouts! The video answered many questions I have had for years of playing WW2 CM games: 1) A platoon would be spread out covering about 150 yards when moving (either column or in various combat formations). 2) A typical 13 man squad would consist of two 2-man scout teams, a 2-man BAR team and a 5-man fire team and leader plus radioman/messenger. 3) Scouts would be dozens of yards and even a few hundred yards in advance (or on the flanks) so long as visual contact was maintained with the platoon (or squad) leader. This raises issues in the WW2 CM games. 1) We cannot split our 13 man squads in this way. 2) It's rare that the CM2 maps allow sufficient long distances for proper scouting tactics or platoon dispersion. Also around 1800 there is a pic of a tank called "Fury" - just like the movie. The other videos in the series are probably worth studying as well.
  25. 1 point
    3j2m7

    New features curiosity

    A command movement: "Follow it or follow" going with and follow in the same slow speed vehicles and tanks give mutualy fire support. A command order: "Cleaning" buildings.
  26. 1 point
    Bulletpoint

    New features curiosity

    Having the graphics show what the actual conditions are. How dark is it? How foggy is it? Right now, we have to guess, because nights are always a sort of twilight, and even heavy fog only shows as a kind of mist at long distances, but these things have huge consequences for the battle. Also, I would love to see an update that fixed the graphical glitches such as shadows popping on and off, houses flickering between shaded and full-bright depending on the angle of the camera, etc.
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