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MarkEzra

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MarkEzra last won the day on May 4

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About MarkEzra

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    QB Map Maker
  • Birthday 07/17/1948

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    Male
  • Location:
    Laguna Woods CA

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  • Biography
    Combat Mission Forum Member #347
  • Location
    Laguna Woods, CA
  • Interests
    Military History and Combat Mission
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    Sales and Marketing

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  1. Oh my mistake... looked a bit more carefully with unit quality and no use of the M1 w/grenade launcher. I will bring this to TOE/BFC experts for an opinion. Thanks for posting!
  2. M1 Grenade Launcher May 1944 is Present and while I'm no TOE expert... Is standard issue at any date in this Title
  3. Information you have shown for QB Maps is not accurate. I suggest you start with the base game, open up the Quick Battle Maps Folder and note the number of maps. Depending on what you are actually after, know this: There are always 3 types of attack maps: Assault, Attack, & Probe. So a single map will have 3 variations. Meeting engagement maps have no variations. To best count QB Maps simply start any kind of Attack style game, use"Human" for map selection and count the maps. Then start a Meeting engagement and do the same. You will then have the ACTUAL number of QB Maps. Once you have counted the Base game. Add each module. Do keep in mind that all QB Maps will always play for any module of the base game title. Good luck
  4. LW Infantry arm/infantry have the traditional german army coal scuttle helmet with LW airborne wings markings. I believe this is correct. I am NOT a TOE uniform expert however. Airborne infantry wears the prized jump helmet.
  5. @ Waffelmann ...Not a Bug. The attached pics are from my copy of the game. I'd be interested to see pic from your QB LW TOE. It might be you have a corrupted install or use of fan made alterations in the game have created this art problem. Or perhaps my pics and yours don't match due to date/month. I used June 1944 for my pics.
  6. @Macisle Thank you for posting and especially sending me a save file. First I gotta say... Glad the AI and me are giving your boys a good fight! Now that I have that out of my system here are results of my elevation review: As you can see your Axis units are the x in the red circle... elevation 21. Your Allied attackers are in several locations. But it appeared to me some pretty effective fire came from across the river Elevation 23. Behind your units the elevation increases to elevation 22. Your 2 units under fire attempted to evade. one ended up back in those foxholes. the other sought lower elevation tiles and died trying. But I think we can all agree retreating North was all uphill. I took a good look at that House. Why wouldn't they just go there? While it offers good cover and concealment, it's a long way to run over open ground while under accurate automatic weapons fire from higher ground. Those poor lads had three bad choices... and the dice got rolled. ON A SIDE NOTE: My beta testing job is to provide my observations with supporting documents. My job is not to provide my personal opinion... BUT if you would allow me a slip of the tongue here. I get what I'm seeing seems counter intuitive... but it just makes such good sense when I examined that map. I been testing war games for 20 years. Over that time I've learned that it's Never about who's right but What's right that matters. That's why player questions and feed back matters. Thank you.
  7. AI pathing orders in this QB Map may be what you are seeing. What you need to know: All QB Attack/Defend Maps Have have two sets of defender AI orders for each Objective. One is Always stationary...no movement order The second always has a variable timed movement order and is the counter-attack force. I your game this MAY be what has happened. Why not send me a save file and see if this is the case. If it's the map I think it is and the location on the map I think it is, and the game time count is what I think it is.... well you get the picture. The AI unit's will follow their orders and move from Ambush/concealment positions and move towards objectives Almost always forward into the enemy. markDOTezra3591ATgmailDOTcom
  8. This is an excellent thought. Had it happen to me recently in beta testing. A download was corrupted but playable. I didn't notice until I checked the unit selection. Bunch of misnamed units. I had to reinstall the game and then all was well.
  9. For the record: I am playing the longest CMFB PBEM in history through every patch without trouble
  10. The major thrust of my testing has been to clarify if bocage terrain tiles are creating unrealistic or unreasonable AI reaction when under fire. As best as I can see, bocage style QB maps work as intended. The Training scen is not my creation, but I have looked at that as well and feel confident in saying that it , too, works as intended. There are two areas of concern that I do not offer opinion: Further altering AI behavior and Player technique.
  11. which becomes reasonable in the short run. I checked the elevation tiles: West of Bocage 16 meters to lower ground and concealment vs 32 meters of observable terrain East. Player input may well have led to a better outcome.
  12. OK.. I will check that out. Results: I found no problems when setup left or very slightly left
  13. @domfluff First... Thank you for posting the movement pics and caring enough about CM to question and seek to improve it's game play. I replicated your movement order and attached a save game file to watch the fireworks. I think you will agree a bit different than yours. Why this is so may well be, as the say in the Real Estate game, Location, location location. Please note my quick order goes up to but not through the passable Bocage tile. The Infantry avoids the hole and sets up on either side. The Save game file starts with the infantry reaching their setup. play the game for awhile and let me know what you find. Road block pic 2.bmp Roadblock Inf runs to open Bocage Tile.zip
  14. @Wicky The German Units have no movement orders...just a setup/ambush 1000 meter order. What you are observing is only the setup phase. The AI has chosen to setup on the "wrong side" of the bocage. Check in the editor (AI) and you will see the yellow paint falls on both sides of the terrain tile. My understanding is: The AI generally makes it's setup placement based of which side IS the Defender setup side...in this case North, then, LOS, then concealment. You will note that the setup was near passable Bocage tile....less concealment... so perhaps LOS trumps all. But no movement to destruction. Not a bug. Just code
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