Jump to content

George MC

Members
  • Posts

    7,382
  • Joined

  • Days Won

    43

George MC last won the day on December 27 2022

George MC had the most liked content!

Contact Methods

  • Website URL
    https://www.thefewgoodmen.com/tsd3/search-2/

Profile Information

  • Gender
    Not Telling
  • Location:
    Scottish Highlands

Converted

  • Location
    Scottish Highlands
  • Interests
    Rock and ice climbing, mountaineering, mountain biking.
  • Occupation
    Mountaineering Instructor and Guide

Recent Profile Visitors

6,486 profile views

George MC's Achievements

Senior Member

Senior Member (3/3)

2.1k

Reputation

  1. This is the Twitch playthrough of the first scenario (Wadi Armour Clash) in the upcoming Slitherine Tourney. https://www.twitch.tv/videos/2081184796 Interesting watching how these guys plan what they are doing.
  2. So just tested in CMRT and you see the same inconsistency. Test btt file attached. SPW platoon and associated dismounts with exit points allocated (100) for the units to exit; units all R1 in five minutes. If they arrive on the map (after 5 minutes) and exit - German player scores no points, neither does the soviet = as expected as player exiting units denies points for the enemy who have not killed them. If they arrive on the map (after 5 minutes) and do not exit - German player scores no points, enemy scores 100 points = as expected as units that do not exit and set as 'destroy' objectives will count as destroyed for scoring. If the German player ceasefire before the units arrive on the map - German player scores no points whilst Soviet player scores 59 points (!) Remove the destroy objective from the SPW and keep points the same (100). So now only the dismounts count as a 'destroy' objective. If the German player ceasefire before the dismounts arrive on the map - German player scores no points whilst Soviet player scores 100 points - as expected. Revive the SPW but remove the dismounts as a destroy objective - so effectively only the SPW count as 'destroy' objectives. If the German player ceasefire before the SPW arrive on the map - German player scores no points whilst Soviet player scores 23 points. So different numbers but similar effects noticed. Infantry only count as full destroy objective - whether they arrive and fail to exit or game ends before they arrive. But add SPW then the scoring goes a bit out of whack if the game ceasefire before the tracks appear resulting in not full points being awarded. However this only becomes an issue if the game is cease fired before reinforcement units which are also a destroy objective in a exit scenario. In exit scenarios cease firing early if one player has units marked as destroy objectives can really muck up scoring. One reason I tend to make this clear within the briefing. Don't do it kids! FYI I've filed a bug report with BFC re this issue. EXIT TEST_V1.btt
  3. Cheers ta. Ended up stacked wi work but should get a proper look. IIRC there was a similar issue in CMRT with infantry carriers but would have to double check. Quick play I’ve had with yours is everything works as intended re exit and destroy objectives once everything is on the map. The weird issue is when tracks are reinforcements and you hit ceasefire before they arrive on the map. But as I said I’ll double check and also check in CMRT.
  4. Ah nice one it’s a handy wee AI plan device for sure. I’ve also used it for having the turrets of advancing tanks swing about as though searching. Just plot the area fire point out of their LOF. They’ll swing the turrets to face the plotted area fire point but not fire. But otherwise I tend to use it is mainly for effect as you have to make an educated guess where the player might be defending. Latest etc can make this more educated and less guess though! So in this case I’m glad it gave the impression of engaging a more sentient enemy! Immersion is what I’m shooting for!
  5. You've not installed or activated One Drive have you? It can weird stuff to installs....
  6. Nope. You might be told at the start what your core units' are but within each mission likely not. This might be intentional on the part of the designer to prevent players from misusing the non-core unit.
  7. In Wilcox Syrians have RPG29s which will easily pen a BIFV. Look up RPG29 in the manual if not familiar. They're deadly... "The tandem warhead, classified as the PG-29V, can effectively counter ERA by detonating the explosive blocks with its first charge and penetrating the base armor with the second."
  8. I thought the lack of 'fog' in CMX2 was to do with something re fog tables in OpenGL not being implemented? But could be I'm mixing issues with CMX1 up with CMX2. But in CMX2 there is a visual of 'fog' also the LOS tool indicates how far you can spot to - note spotting does mean seeing! But does give an indication of how far out units can 'see'.
  9. S-tank did some new Tiger II skins worth checking out IMO https://www.mediafire.com/file/xorg29okl3zk247/S-tank%27s_Tiger_II.rar/file
  10. I mentioned up above I don't think this is playable H2H not due to the scenario but the PBEM file sizes are pretty hefty - when trying to play it we ran into OOM issues. If anyone does manage to play I'd be keen to hear how they managed it. FYI in our PBEM (I was Soviets) we'd no house rules but I did have to plan my artillery to support my attacks - so even with TRPs I was still using rolling barrages or at least what I could approximate to given game engine constraints etc.
  11. This video might be of interest to thsoe who have purchased the battle pack (thank you!) which showcases content from the Combat Mission Red Thunder Battlepack 1 released by Battlefront.com. There are NO spoilers in the video chapters below.
  12. Ah thanks. Its for a pal and he knows about the Warsaw uprising mod. Cheers for confirming.
×
×
  • Create New...