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Showing content with the highest reputation since 11/19/2018 in all areas

  1. 12 points
    usgubgub

    Update on Engine 4 patches

    I am a stalwart supporter of BFC, been playing the games for longer than I can remember. I made a modest contribution to the development of CMFI some years ago. Yes, waiting for the patch has been unusually testing, but this game system has so many facets that even though I played less I still had a lot of fun making maps and designing scenarios, not to mention fun testing them. These guys are a small team of extremely dedicated enthusiasts. They give 100%. I still haven't found anything remotely approaching their product for the kind of game play I appreciate. I have total confidence in their judgment and integrity. And I don't begrudge them for one minute the long gestation of this patch, or the confusion over exactly when it will be released. Thank you Steve, thank you Charles, thank you everyone else who put their time and effort in bringing these games to us. I've gone through a rough patch that has lasted nearly ten years so far. If and when I get back on my feet, I will be glad to lend a hand again. I hope it will be soon (can't give a precise date though... sorry, I couldn't resist that :-) ). In the mean time, I don't mind saying that playing your games has often been the only source of fun and relaxation for me, and a good way to avoid going mad during the long spells when real life got held up in limbo.
  2. 10 points
    It sure is funny how most of the people who complain about price and why is the games not on sale for bargain prices are people who have a handful of comments on the site and are recent new members. In other wards I see them as typical gamers expecting the same thing they see with most of the rest of the industry. Expecting to get something for almost nothing after a short life span of the product , with a newer version out and selling again for that company. They have never played any game for any extended period of time and are just waiting for the next thing on the market that they can consume. The concept of a game with depth and years of endless playability is not a possibility in their thought process. Let alone a fact that the company is not capable of putting out new versions in a year or two with staffs in the hundreds to do such things. A product with only a handful of guys working on and making adjustments to and no ability to try and push the graphic limits of the present home computer each and every year. They see it as a unknown logic in the world that they live in and cannot accept it. I find it funny. BF is two guys that came from that world and hated it, created their own way to run and manage their game and have done what they wanted and made the life they wanted for themselves and provided us with games no one in the all powerful industry want to do. So Bf keep selling and doing business how you want. I appreciate the games too much to care about sales and how they do business.
  3. 9 points
    Erwin

    New CMMODS IV

    Hope this will be very useful to all members. Glad my mod slut-ness finally paid off.
  4. 9 points
    Macisle

    Kharkov Map Sneak Peak

    Hey, guys. It's been awhile. I thought I'd drop a screenie and let everyone know that the project is alive and well -- if moving along rather slowly due to RL time demands. I had to take a long break or two again, but have knocked out a number of blocks on the map since my last post, along with a sizable chunk of elevation refining. Here is a screenie showing a bit over half the master map: This is East to West, with the Southern half of the map being largely visible. The SE corner is done, but wouldn't fit in the picture. There is a little more that is finished, but it wouldn't fit without showing skeletal areas, so I kept things to what is complete (well, other than final tweaks, flavor objects and elevation refinement). Alrighty, that's it for now. Macisle out!
  5. 9 points
    Oh, shove it. If someone sees that the topic is about suppression from small arms, that's the discussion they should see when they open the topic - not a bunch of grumblings about health insurance and car repairs.
  6. 9 points
    Mord

    So I had a hunch...

    The other day I uploaded my old "Allah's Army" sound mod for SF & SF2. It's been long locked away in the Repos, so I figured I'd give new people access to it on CMMODs. Well, in the readme I wrote this: "This my old SF1 mod of insurgent fighters screaming Allahu Akbars and other phrases. They are edited and numbered so to be heard throughout various situations and orders. As SF1 and 2 do not have Syrian voice files for vehicle hits (like the other titles) I had to make due. There should be enough sprinkled among the voice files to increase the ambience and add some flavor to your experience." Which meant that the mod was and had always been a compromise on what I was aiming for vs the reality of what the game would allow me to do. I bent it the best I could to fit my vision. So, anyway I'd noticed, that NO country had the vehicle hit voice files in SF. However, those files were in every game since BN, including SF II. I have a tendency to go in forty different directions when I am dicking with mods, so, I scribbled a quick note in my modding note pad, "Check and see if Syrian sounds were implemented". A few days went by and I decided to take up my note's challenge. So, I took all the US "hit" folders, copied them over and then renamed all the files to their Syrian counterparts (that way if they worked I'd hear American voices coming from Syrians and there'd be no mistakes). I created a bunch of silent vehicle files so I'd have a nice quiet map, and then set up a test. Below takes place after my tests. My hunch was that BF implemented the files for the US, Brits, and NATO (minus the Dutch) because these files have been in existence since CMBO. Not having any Arabic speakers on hand they just couldn't make anything new for the Syrians. I thought maybe the code was still there though, all it needed was something to point to. HOT DAMN. I WAS RIGHT!!! I am going to redo the Allah's Army mod for SF II shortly. As you can see from the vid, the mod FINALLY works in the way I'd originally intended. Almost ten years and my artistic vision comes to fruition! I am BEYOND STOKED! ALLAHU AKBAR!!!!! Mord.
  7. 9 points
    Buck72

    Update on Engine 4 patches

    "That is really just an unacceptable amount of time for a developer to fix a problem that was introduced in a paid upgrade to a product." I completely agree with you, TGarner. I've hardly played any of the games that I own and paid for (ALL the WWII titles and all upgrades), for the past two years, because of the more infuriating problems with the previous upgrade. I used to love the games and played regularly, so it is even more of a shame that the prevalent culture here is that the customer is little more an an irritant and liable to be ignored for months on end - except when it comes to promoting new product and 'upgrades'. It is hardly surprising that these games are such a niche market when even the small current customer base is treated with such continued disdain.
  8. 8 points
    SgtHatred

    Update on Engine 4 patches

    When a patch is 2 years in the making I start to question their ability to deliver, regardless of how long they take.
  9. 7 points
    IICptMillerII

    Combat Mission AAR: MSR Titan

    DOWN THE MSR After the violent exchange, a momentary calm comes over the battlefield. A few enemy crewmen are seen fleeing away from the carnage, and there are a few pops and bangs from cooking off ammunition. I wait a turn or two to make sure there are no late surprises. When its clear there aren’t Task Force Miller begins to cautiously creep forward again. Some of the tanks that were covering the infantry clearing the woods on NAI 1 are repositioned to move up and help cover the move on NAI 11. The calm persists as infantry from 2nd platoon cautiously approach the buildings on NAI 11 and begin to enter and clear them. The infantry clear the buildings without incident, discovering the corpses of what looks like an enemy infantry squad deployed in a scout role. On the other side of the MSR, the situation is repeated. Infantry from 1st platoon clear the remaining buildings on NAI 3, discovering only corpses and the two burned out BMP-2’s. The final T-72 in the reverse slope killsack is destroyed. That makes 10 tanks, an entire tank company. There don’t appear to be any other fortifications or enemy units in the area. Back at NAI 1, the infantry are slowly making their way through the woods, trying to avoid making contact with the enemy dug in there. On the left, there is a small opening in the tree cover, looking down slope into a clearing. There are a lot of vehicle sound contacts in this clearing. I decide to move a tank over to help cover the infantry and spot for enemy vehicles. This quickly pays off. Just a few moments after the tank gets in position, a BMP-2 is spotted. The Abrams fires, destroying the spotted BMP-2. A second BMP that was unspotted but unfortunately positioned between my tank and its spotted target is killed when the sabot first passes through it on its way to its intended target. The vehicle itself remains unspotted, but a plume of smoke begins to rise into the sky, marking its location. A team of infantry from 3rd platoon, currently making their way through the woods over to the position the tank has taken, set up in a shallow trench next to the Abrams and immediately spot another BMP-2 in the clearing. The AT-4 flies true and hits the BMP-2, destroying it. The crew of the stricken vehicle bails out and are quickly greeted by a hail of bullets. Also spotted are some foxholes with a lone enemy infantryman crawling next to them. As suspected, this entire area looks like a fortified hornets nest. For now, I’m trying to stay along the periphery and engage opportunity targets as they appear, while trying to avoid getting sucked into a slug match in the woods. I spoke too soon. The infantry spot another BMP-2 and attempt to engage it with the Javelin. However, this time the enemy sees me as well, and the BMP fires first. Casualties are caused, including the javelin gunner. This is an example of how deadly close range forest fighting such as this can be, and something I’m trying to avoid. My tank, mere meters away from this infantry team, cannot see the enemy BMP. Sight line geometry in environments like this are a nightmare. I quickly pull the infantry back, trying to disengage from the situation. The entire platoon is able to move away without drawing any fire, though the team in the woods next to the tank takes an additional casualty and is pinned down. To help cover 3rd platoon by NAI 1, NAI 11 is reinforced with more infantry from 2nd platoon, as well as some tanks and Bradleys. NAI 11 provides good lines of sight across NAI 1, and forward along the MSR. The goal will be to use NAI 11 as another forward base of fire as I advance further down the MSR towards the bridge objectives. If any enemy units in the woods on NAI 1 decide to make a break for it or try to flank my units as they advance on the bridges, NAI 11 should be able to spot and interdict them. Back on NAI 3, 1st platoon moves forward and clears the woods to their front. The road leading up to NAI 5 climbs in elevation, and has a ditch running along it. I place some infantry teams in the ditch to provide overwatch, armed with a javelin. From their position, they can see the bridge objectives, which appear to be clear of the enemy and obstacles. Scout team 1 moves up in its Bradley to get a better view into the back of NAI 1. The team dismounts and sets up on a berm, covered by their Cavalry Fighting Vehicle just behind them. Moments after setting up at the berm, the scouts spot a BMP-2. However, the BMP has also spotted the scouts Bradley, and the Bradley has not spotted the BMP. The javelin takes around 20 seconds or so to acquire a good lock on a target before the missile can be fired. In that time, the BMP-2 is able to fire an AT-5a at the Bradley. The enemy missile zips overhead and hits the Bradley, destroying it instantly, though both crewmembers survive and bail out. A few seconds later, the javelin is fired and the BMP-2 is destroyed. The 1:1 trade of vehicles is a bad one, especially for cavalry scouts who are generally supposed to avoid engagement if possible. After the BMP is destroyed and no further contacts are spotted, I decide to push out the perimeter around NAI 11. Two tanks, the Company XO and 2nd platoons platoon leader, bound forward in a pair. They establish overwatch positions along a lightly wooded berm that can directly observe both bridge objectives, as well as the far side down the MSR. Nothing is spotted either on the Bridges or on the far side. With this area looking clear, more vehicles are moved up to expand the perimeter of NAI 11 and prepare an initial push for the Bridge objectives. Back on the right at NAI 1, the bulk of 3rd platoon (infantry) are disengaging from the woods and moving across a field to an assembly area. There they will remount their Bradley’s and be moved forward to assist in the capture of the Bridge objectives. However, there are still unrecovered casualties from A Team, 3rd Squad. To help recover the casualties, B Team moves up to the shallow trench. Number 3 tank from 1st platoon is still in position trying to provide cover to the pinned down infantry. As soon as B Team arrives, they take fire from a BMP. 30mm HE rounds tear through the foliage and explode around the team, causing another casualty. A SAW gunner equipped with the teams AT-4 stands up through the withering incoming fire and takes aim. This act of bravery is rewarded. He fires his AT-4, and his aim is true. The BMP-2 is hit and destroyed. With this BMP-2 destroyed, all incoming fire ceases. After making sure the coast is clear, 3rd squad begins the task of recovering its casualties. The casualties are recovered, and the infantry and tank fall back away from NAI 1. As they clear the area, a fire mission is called down on the NAI. The mission will be a steady rate of fire for a long time (7-10 minutes) to keep anyone left in the woods pinned down.
  10. 7 points
    MarkEzra

    CMBN 4.0 Patch Has New QB Maps

    Yes
  11. 7 points
    bweiß

    RT Unofficial Screenshot Thread

    A scenery shot and Heer closeup.
  12. 7 points
    Thewood1

    Update on Engine 4 patches

    Yeah, I'm a little puzzled at lack of news and lack of patch. I mean, I have spent plenty of time managing SW projects, so crap happens. But we have been told over and over that its soon, right around the corner, etc. for quite some time.
  13. 7 points
    Jace11

    Windmills in FB

    Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills... It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too. The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building. The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky. https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
  14. 6 points
    Kuderian

    TACai rocks!

    The scenario is Battlegroup Attacks! by George MC. (Thank you Sir!). A mix mechanized Syrian and U.K. force face off in Syrian hilly terrain in a PBEM with myself as Red force. A BMP-2 seizes the opportunity to take a pot shot at a Challenger 2 with it's AT-5 ATGM. N.B. The only orders I gave to the BMP-2 were as follows; 1. Reverse out of the Wadi around 20m to gain LoS. 2. Face towards blue Challenger contact. Everything else is the TACai's automatic orders. http:// http:// http:// http:// http:// http:// http://
  15. 6 points
    Heirloom_Tomato

    The Truelife* Mode PBEM DAR

    In all my years playing CM games and talking about them with other players here on the forum and with friends at home, one of the subjects which comes up fairly often is the ability of the player to have a "God" like view of the battlefield. As the player, we have far more information available to us than a typical battlefield commander would ever hope to have. This thread will be all about several steps taken to reduce the amount of information you the player have and how that reduction of information plays out in a real battle against a human opponent. @RockinHarry has made several mods to the game and we are going to showcase them here. I hope he will read this first post only and then go away as I will be talking about my side of our battle here and we hopefully have many more turns still to play. RH's mods we will be using in this battle are: Invisible enemy floating icons, Invisible sky triangles, Invisible casualty cross, invisible enemy tracers and several animation changes to lower the stance of troops while performing certain tasks. We will however be playing with friendly icons on. Having played several battles with all icons off, it is no fun losing your men in thick cover and breaking fog of war just to find your men back. While I like the game to be hard, I still want it to be fun. For our battle we chose a medium meeting engagement between Armoured Infantry, RH as the Germans and me as the Canadians. The only rules we agreed to were: must take at least two companies of infantry and all vehicles chosen must have at least two rubber wheels. Single vehicles, specialist teams and any artillery could be used so long as it was available under the Armoured Infantry tab. I am just finished my lunch at work now, I will post more tonight!
  16. 6 points
    You just released a GIGANTIC mod for SF2 but that was two days ago. So, what have you done for me lately, Mord? Mord.
  17. 6 points
    Heirloom_Tomato

    mortar response time

    Adding to what @IanL said, there is a small circle in the bottom right hand corner of every artillery or air asset representing the C2 level between the unit calling for the support and the artillery. The darker green the circle is, the shorter the call time will be. If the little circle is yellow, orange or red, expect very long call times.
  18. 6 points
    Yeah, that's one of the reasons I never cared much for "tournaments", especially back in the old days of CM1. A lot of those guys were so arrogant an took playing way to seriously. I don't like losing but I enjoy the stories that can come from a good defeat just as much as from a killer win. When I play as a weaker side, like Syrian Combatants or Italians, I adjust my goals to causing as much hurt as I can. If I knock out a few good tanks and rack up a couple dozen bodies, I consider it a "win" even when I get my ass handed to me. LOL. Expectations, brother! Mord.
  19. 6 points
    Howler

    Update on Engine 4 patches

    Whining has more to do with no information, let alone a simple revised ETA, being provided. It's not rocket science - revise a slipped March deadline by providing a *timely* update of... July or October or early-2020 [pick a date]. Posting every other month that we're almost there isn't an effective way of communicating with your customers. It's not that complicated. What you want to avoid is the mishandling of expectations. Said expectations being set initially, not by the customer, but by the developer. It's not difficult... post an an update before you blow past the last one. Otherwise, you mangle expectations. Anyhow, it is what it is. It's obviously more effective to be reactive rather than to be proactive with deliverables. Plus, it's lot more fun to be wading through 22 pages of my useless posts than it would be to reference a locked thread of *timely* updates from the developer. Now let's back to eating our young...
  20. 6 points
    Combatintman

    Why so little community content?

    You're a member of the community ….
  21. 6 points
    hanshammer

    THIS GAME......IS AMAZING

    So I picked up Black Sea about 3 months ago.... this game is truly amazing. The amount of micromanaging you can do is staggering , the choices and strategy you can make is endless ……. do I take more ammo ...or do I keep em lite so they are faster … do I call in air support or use artillery , do I throw down a smoke screen or just try to run thru an ambush …. do I go to the high ground of try to infiltrate thru the forest ….do I leave my flanks exposed and go for the throat ...or play it safe ….. the campaigns, quick battles, an building my own battles are great and endless ... I find myself constantly thinking about the game... how "next time" I will do things differently and try a new approach … or bring a different troop package into battle . I am sure there are people out there that don't like the game or are sick of it by now or want to change this and that , and I don't disagree that I wish I could change some things or improve others , but for someone new to it.... I am like a little kid on Christmas all over again ….
  22. 6 points
    Sir Lancelot

    Syrian Army Realism Mod 1.0

    Content: This mod is intended to create an accurate representation of the Syrian Arab Army around the timeframe of this game. Download link below: https://www.dropbox.com/sh/bwgu0k7bdjpblkr/AADo5tmmL0RTWPz8omGaS6twa?dl=0 v. 1.0 List of changes: 1. Replaced the fictional Syrian flag with the real flag of the Syrian Arab Republic 2. Replaced the Ssh-40 steel helmet with the Ssh-68. 3. Replaced the fictional all-black outfit of the Syrian special forces with the standard Syrian woodland camouflage (w/ late Soviet-style armor vest) and the black helmets with olive or camouflage-covered Kevlar helmets (to represent the Chinese QGF-02). Acknowledgments: A big thanks to @||CptMiller|| and @SaintFuller for making their armor vest and Ssh-68 helmet mods available for our community! Not long ago, @||CptMiller|| released a mod for the fictional Sahrani Liberation Army, which made the Syrians into a generic Soviet-style OPFOR with armor vests and Ssh-68 helmets (helmets made by @SaintFuller). This ingenious mod is what gave me the tools to make this realism mod for the Syrian Arab Army. Research notes: (1) The stock Syrian helmet in the game is the Ssh-40, which is a WW2-era Soviet helmet. The Syrians began equipping their troops with the Ssh-68 by 1982 and were still widely using it in 2005 when Syria pulled out of Lebanon. Based on my research, the Syrian army would not begin widespread equipment of Kevlar helmets until shortly before the Arab Spring. (2) The stock all-black outfit worn by the Syrian special forces is in fact worn by the Iraqi special forces, but I haven’t seen any reference pointing to its use by the Syrians. Based on news photos from when the Arab Spring protests began, we know that the SAA had body armor and Kevlar helmets by Spring 2011. I think it’s reasonable to assume that the Syrian special forces had this type of modernized equipment a few years earlier. The photos below are comparisons of the modded SAA soldiers with photos of the real SAA.
  23. 6 points
    Bulletpoint

    Update on Engine 4 patches

    During the two years we have waited for this patch, Europe and North America have physically moved about 5 cm (2 inches) further apart due to continental drift. https://www.nationalgeographic.org/encyclopedia/continental-drift/
  24. 6 points
  25. 6 points
    A nice walk in a river valley with the Syrian Army... ... playing all that CMA came in handy.
  26. 6 points
    A quick, little skirmish...
  27. 5 points
    So let’s hop out of the comic for a bit and present certain information you will find helpful to follow along in the story. The map is about 1 square kilometre. Side to side and front to back dimensions are just over 1km each. The allies start in a clearing in the upper right corner, the Germans are everywhere else. Time allotted for the battle is one hour. A ridgeline divides the map, and it borders an impassable river that has 4 crossings - the three fords near the allied zone, and the bridge at the village lower right. The river side of the ridgeline is open, rough ground. It is exposed to fire from units in the village almost to the nearest ford. The inland (north) side of the ridge is densely wooded. The ground is almost perfectly flat south of the river, from the village to the allied zone. On the other side of the ridge, the land starts flat at the far (east) end, and eventually slopes somewhat steeply in the town, and beyond, to the hilltop. The hamlet in the upper left (northeast) corner is the completely flat plains area, facing the ridge that rises just at its periphery. It’s March, so spring melt and rain has left the ground a bit damp.
  28. 5 points
    H-HOUR This is the situation at the start of the battle. Carrier based AEW is in the air, as is a patrol of Prowlers performing EW and 2 flights of 2 F/A-18F Super Hornets providing CAP. Additionally, the EC-130H Compass Call is coming on station and is conducting active jamming. This jamming coupled with the Prowlers will hopefully be enough to frustrate the Regime radars. Speaking of which, all Regime radars, including illumination and fire control radars are active. The white text next to enemy radar and SAM sites shows the pulses of energy from these active radars. They clearly know we are coming and are combing the sky trying to find my aircraft. With air units on station or arriving on station, it is time to initiate the first Tomahawk land strike. This strike will come in 2 primary waves. The first wave is designed to strike enemy ADN assets and government/military targets in Al Mout. The second strike will be aimed at radar sites and any remaining ADN assets that survive the first strike. SAM sites are capable of targeting and shooting down incoming Tomahawk missiles. To combat this, constant jamming will make it difficult for their radars to find and track the incoming Tomahawks. If they are able to fire at the incoming Tomahawks (which is likely) there will be 5 assigned to each SAM target to insure that at least a few are able to get through. All other targets (radar sites, government/military targets such as buildings) will receive 2 Tomahawks. This is to ensure maximum damage against these targets while insuring against weapon malfunction. The order is given, and the ships of CSG 12 fire their Tomahawks at their designated targets. 111 Tomahawk missiles are launched in this first salvo. Nearly half of the total number of Tomahawks I have on hand. A strike like this gives a visual example to the term “shock and awe” which, rhetoric aside, is a very real thing. As the Tomahawks approach the coast (10-15 minutes after being fired) they begin to be detected by enemy radars. Fire control radars from the SAM sites try to lock on to the incoming missiles, but cannot cut through the jamming until the Tomahawks are very close to their targets. Some SAM sites manage to fire missiles at the incoming Tomahawks and knock a few down, but the majority of the Tomahawks are making it through and striking their targets. A few of the weapons malfunction, but the majority perform as advertised. In response to the Tomahawk strike, the Regime appears to scramble aircraft from Al Mout International. Multiple bogies are quickly detected climbing into the sky. The bogies are quickly identified as Mig-25’s, first by the E-2C and then visually by the F/A-18F’s Forward Looking Infrared (FLIR) camera designed to spot, identify and track aerial targets out to 100nm. The Migs begin to chase down and engage the Tomahawks striking targets in and around Al Mout. They are able to shoot down a number of the relatively slow moving, non-maneuvering Tomahawks. Tomahawk Strike Battle Damage Assessment (BDA): The strike was largely successful. Most of the Tomahawks made it to their targets with only a few malfunctions. Most of the SAM sites that were targeted are either completely destroyed or heavily damaged. In Al Mout, all strategic targets were hit except for the government complex. However, one of the SA-6 SAM sites is still active. Additionally, the SA-2 site still appears to be active, but its radars are not emitting which likely means they were destroyed. These two SAM sites pose a direct threat to air operations over the city and will have to be reengaged before the Marines begin landing operations. A second Tomahawk strike, primarily targeting enemy radar sites and priority targets in the vicinity of Al Mout will commence shortly. In order for the second Tomahawk strike to be successful, the enemy Mig-25s will have to be dealt with. A group of 8 appear to be heading out to sea towards my aircraft and ships, while a second group appears to be forming up over Al Mout International. This has the makings to be a pretty big air battle.
  29. 5 points
    Raise your hand if you appreciate the utter irony of this thread.....
  30. 5 points
    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
  31. 5 points
    I bailed my Coy HQ tank and used the crew to observe enemy movement (harder to spot a man that lies in prone position, than it is to spot a T62 turret). I parked one of the Plt HQ tanks near my company commander, who then shared his spots with platoon commander. The information got passed through the platoon network. Next step was choosing hull down positions. With contacts already passed through platoon network, the job was already half done. Having my tanks unbuttoned/opened up and with previous knowledge of enemy positions and movements, has made my tanks spot M1's almost instantly. I was lucky to catch one platoon on the move. Movement reduced their spotting ability, which I fully used to my advantage. The second platoon of M1's was destroyed by combining efforts of my Company commander observing, 9M14 Malyutka's blinding the M1's and T62's finishing the jobs with flanking shots.
  32. 5 points
    Did someone say explosions? Fun fact: you can daisy chain IEDs.
  33. 5 points
    Swant

    Update on Engine 4 patches

    Same...
  34. 5 points
    MOS:96B2P

    How to Use Extra HQ Units?

    In the game the ability to call for artillery fire is not based on having a radio but instead on the authority of the caller. It is often referred to as the field telephone abstraction. As an example you will notice if an FO team's officer becomes KIA and the RTO is still alive with a working radio the FO team can no longer call for or adjust fire. So the US XOs can call for arty even when they don't have a radio. As a result I will often have an XO accompany a maneuver platoon. Then when the platoon needs to call for indirect fire support the XO team will handle leaving the platoon HQ team free to move about keeping the fire teams in C2 and facilitating the sharing of OpFor contact information. Also when I have different formations in the same scenario I may use XOs, 2ICs, etc as liaisons. Example you have an infantry company from 1st Infantry Battalion and a tank company from an tank battalion. I will put the two Bn XOs in the other Battalion TOC so they will horizontally share OpFor contact information between the two formations. See the below link for an explanation on C2. I also sometimes assign them to the TOC as a TRP officer. They are responsible for calling in fires in the area of Target Reference Points (TRP)s to support the scheme of maneuver. They generally have one off map 105mm howitzer platoon I reserve for their use. They can call for fires from the safety of the TOC to impact in the area of the TRPs which were placed to support the planned Avenue of Advance. At the appropriate time the TRP officer (XO) will call for a maximum duration, light, low tube count mission which lasts for about 34 minutes. The XO will adjust this mission between TRPs to support the maneuvering platoons. I like to have the TRP officer in the relative safety of the TOC because if he is KIA while the maximum duration fire mission is ongoing control of those tubes will be lost and they will fire on the last adjustment until dry (I had this happen once in a PBEM). At times I have also used them as medics. This should give you some ideas 11Bravo. Keep swervin and happy hunting!!
  35. 4 points
    @Aquila-CM has made another preview video... ... looks like I'll have to go over those Brits in particular. Anybody with the latest (0.94) build can check out @Combatintman's amazing map for themselves (it's, unsurprisingly, in the map folder)
  36. 4 points
    Does anyone actually talk about CMX2 anymore. Not really, especially if on another site. Face it , its a system that now has been around for many years. There is not going to be any great new or major changes. For those of us that like the game and the system, its a time where us die-hard players get some new toys or features to let us play around with a new scene as to area of the conflict, but no, its not a brand new toy that is going to pull in a bunch of new enthusiasm. Until a CMx3 engine comes out with all sorts of new approaches to the same old challenge of how best to reflect combat as to how it actually plays out will we see any massive wave of forum discussions and tons of debate and discussion on how that system could be improved to do it even better. But when a new engine ever does come, it will be as different as CMx1 was to CMx2 and I am sure that magically there will be plenty of activity on the forum from long lost players and new players that we have never seen before.
  37. 4 points
    Falaise

    A plea for the Biodiversity

    No, I will not tell you about global warming!! But the possibility of increasing the variety of plants in the game to give a more realistic This is especially the doodad brush that is the subject of my remarks Those offered by the game do not please me because they are indefinable. The undergrowth but also the Norman fields and even the gardens (especially mine) are overgrown with nettle, ferns and brambles I modified the original of the game but the modification can not relate to only 2 type of bmp Unlike helmets for example it is not enough to add a number to the bmp to obtain a wider variety This possibility with the random will offer an improvement of the aspect of the game nettles and ferns brambles
  38. 4 points
    Sgt.Squarehead

    Sgt.Squarehead's CM:A Stuff

    I've finally got the big valley map to a point where I'm happy to use it as a 'master map', it takes a little while to load, but it's stable enough once it does: It's not quite as detailed as I'd like (CM:A Flavour Objects are not the easiest to place, the rocks really hate steep slopes, which is kind of unfortunate), but I've done my best with it.....I dread to think how many times I've clicked on tiny components of this map in preview mode! Here's some scenes of daily life in the valley. The day starts early for the water sellers who, like almost everybody else, are forced to hire guards to protect them from bandits as they go about their business in this lawless province: Before their shift at the local mine a group of workers and their guards enjoy a hearty breakfast of local produce: A large consignment of ore is ready to be delivered to the refinery in a nearby city: Meanwhile, near the highway, a DRA Army convoy has stopped to refuel and gather fresh supplies for their journey.....The convoy commander engages in the timeless ritual of haggling with the locals over their scandalous prices: Map can be found here: https://www.dropbox.com/s/gsrzlgkxrv6yl2t/[Map] Afghan Highway Valley.btt?dl=0 This is a totally blank map, no AI, no setup zones, no labels.....Nothing. Feel free to use & modify it in any way that pleases you. PS - Ctrl+Clicking to fast move around this map in preview mode within the game editor is not recommended.....You may well delete or modify something!
  39. 4 points
    Geez there's a lot of whingeing on this forum - perhaps due to a preponderance of Brits among the heavy posters. As for me, I play all the BF games and my favourite is whatever I happen to be playing the most of at the time (this month, CMRT). I'm eager for all the new releases, but in all these years I have never been at a loss for new content to play with.
  40. 4 points
    Secondary School:
  41. 4 points
    What is that? Steve has posted before on this, they know and appreciate their customer base is a niche market. Though selling more product than they expect is always a good thing they also know roughly the budget they have to work with. <Economist hat on and a quick google search because it's my lunch break and I'm lazy> In economics, productivity refers to how much output can be produced with a given set of inputs. Productivity increases when more output is produced with the same amount of inputs or when the same amount of output is produced with less inputs. <Hat off> Never assume having more people on staff means you will produce more. Anyone who's worked for an organisation with 100+ workers and a dedicated Human Resources team knows this first hand.
  42. 4 points
    sburke

    Irrational Behaviour

    I am not sure I understand the logic flow here. Previously you commented on the fact that the TAC AI in CM is really complicated to the point you surely wouldn’t want to do it. Then you suggest BF could easily answer questions relative to the TAC AI. Which is it? what exactly would you have them answer that would change your mindset about “supporting them”? I can tell you now as a beta tester I submit behavior to BF that “looks” wrong with as much hard data (saves and the like) as I can get. Charles then looks at it and builds a patch and says have at it. I do not expect more than that as frankly I wouldn’t understand it. I can only test and see if it seems to have worked. Testing AI is a pain in the butt as you also have to consider unintended consequences which is one reason BF is so slow to address these. As it is none of this has stopped me from playing and dabbling in design. I am honestly pretty tired haranguing folks to stop just harping on behavior to provide saves and not just comment and yet 90% of these threads are completely useless to helping isolate what might be going on. People point to one item, assume that is it and then assume because they guessed at it presto BF should fix it. I am still on the fence on this particular issue simply because something about it seems very specific but it hasn’t been nailed down yet. For example if it turns out it is specific to something baked into a map, which maps? I expect this one is going to be around a bit yet. Nature of software. In a game this complicated if you assume you will get easy fixes and easy answers you are doomed to be disappointed. Yeah it sucks, but as someone who troubleshoots software issues a lot, it is how it works. (And the software I troubleshoot isn’t even this complicated).
  43. 4 points
    Zveroboy1

    Interview of a Waffen SS Soldier

    I suggest you read The Nazi Seizure Of Power by Sheridan Allen. You'd perhaps notice that the SPD (Sozialdemokratische Partei Deutschlands) which believed in class struggle, was not revolutionary but pro republic and democracy was the main opponent of Hitler within Germany alongside the communists and how as soon as he got in power, Hitler shut down all the socialists newspapers, sent its members to concentration camps before finally banning the German socialist party altogether in 1933. Meanwhile the nationalists and the middle class flocked to Hitler in droves. So besides the name NSDAP (and if you follow that logic the Democratic People's Republic of Korea is actually a democracy) and a couple of tactical populist measures designed to appeal to the working class and which mostly failed, fascism had fundamentally very little to do with socialism. The same was true in Italy and Spain with Franco. And if totalitarianism in its various forms be it fascism or stalinism have a lot in common in practice, the horseshoe theory might be a good explanation, but in any case they both reach this end state by following completely different paths and with fundamentally opposed ideologies.
  44. 4 points
    AttorneyAtWar

    Interview of a Waffen SS Soldier

    True enough, these usually don't go anywhere for better and worse. I didn't mean to imply you were a Nazi fanboy, just that you are using some of the arguments I see everywhere.
  45. 4 points
    Trooper117

    After the next 2 modules?

    By the time CM3 comes out most of us will have kicked the bucket... not to mention the designers themselves.
  46. 4 points
    Hapless

    UO: How To Take Hostile Buildings

    Best to treat enemy held buildings like landmines: If you can go round it, go round it. If you can't go round it... blow it up before you go near it. If you can't blow it up... shoot the crap out of it in the hope that you'll hit something important that stops it going off. Clearing the building is the equivalent of stepping on the landmine- don't do it unless you literally have no other choice.
  47. 4 points
    Speak of the devil! Here is a actual picture of the Volkssturm Rollstuhl Truppen in action! Plus a museum picture that shows the only surviving model of a early American attempt at a cost effective scout car.
  48. 4 points
    benpark

    Update on Engine 4 patches

    I did the same. The "GI Anvil of Victory: Squad Leader copy I bought as a 13 year old had a blank US officer counter that I added my name to. Which wrapped around the edges of the counter, and was far less well-executed than I had hoped. Also finding some blank hex sheets that were around 16x20" allowed me to start making my own maps. That was when things became really interesting for me, and I'm still doing it in my whatever the heck age I am.
  49. 4 points
    MOS:96B2P

    Orbat / Custom organizations

    The following is how I save and use core units: To save a favorite unit when building TOE save it as a core unit file, like you would make for a campaign, but you can load it onto any map you have in the editor. To create a core unit: 1) Open up the scenario editor. 2) Select desired units. 3) Save in Scenarios 4) Name the scenario file. Example - Core US 1944 Armored Inf. Company. To import core units into a scenario: 1) Open up the scenario in the scenario editor. 2) Go to units and delete the units you are replacing with your core force. 3) While still in Units click on Import Campaign Units. 4) The scenarios file will open. 5) Select the desired core force. 6) Click Deploy Units and place the core force in the setup zone. 7) Save with a different name to preserve the original scenario.
  50. 4 points
    slysniper

    A Plea to Developers

    WJA, all your points are on the mark. and some here have pointed out a few of them can be somewhat resolved with features presently in the game. Other items are likely not going to be resolved, but it does not hurt to point them out. The sad thing is I am sure the designers also know about these short comings along withy some others not mentioned. We as players can get very critical as to the game needing to represent things correctly as to how it is in real life. I am sure I have done it myself more than a few times over the years. But the truth is, it is a game and it is a computer program with all sorts of compromises in the programming that has been made but to us the user it seems to reflect reality pretty good. I am just amazed that it does as well as it does. The things we complain about the game is pretty limited compared to all the things the game is trying to portray. These guys really do try to get it right and we as the consumer needs to be reminded that they have made a huge effort to do just that. So keep that in mind before you make comments that sound like the effort has not been put into trying to get it to do things as correct as possible. We the consumer needs to realize there is going to be short comings, just is how it is. So when asking about possible improvements, keeping our tone in a positive manor is important. Because there is limits to what they can do. Nothing wrong in making suggestions, but acting upset because they are there is not a mature way of seeing it.
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