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Rake

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Everything posted by Rake

  1. Just tried to start my first ever game vs a human player. The scenario, Buying the Farm, has wire, making it unplayable as designed using v1.10 due to the red button crash. My opponent sent me a modified file replacing all the wire with hedgehogs. Not having encountered these fortifications previously, I perused the Wiki looking for a way to defeat these things. I found my answer on Wiki (a solid negative) and should have left it at that, redone my setup and sent the turn along. But, noooooo! I had to search the forum, too... leading me to this gem of a thread :eek: noob... noob... noob... I dare not think how one would even know this... Oww, oww, oww, oww, oowwwwwww! +1,000,000,000... Thank you, Statis, for some fresh air above what is obviously a leak in the cesspool Oh, and BTW, count me among those who believe one should be able to blow up hedgehog defenses
  2. As I understood Phil, the cause of this bug was introduced into the program with a some late changes. He also said that it has to do with a certain wire configuration. From this, I can understand why it might not have been picked up by testers prior to release. I don't think he said this was a minor bug, just that it takes a combination of things to cause the crash. Those that have the time to complete the setup and start a scenario without saving will not see this bug. Would I like to see a hotfix right now? Certainly. Is that going to happen? Nope! Can I wait for the fix with the release of the patch?. I guess I'll have to wait. Meanwhile, I'll keep playing scenarios that don't crash. Campaign Engel will still be there, hopefully along with a few more by the time the patch is released
  3. Yes, yes... and that's why I hadn't been one of the posters who complained in the past. It just so happened that, immediately after the first occurrence in the first Engel scenario, I stumbled across a post about the red button issue. As I stated in a follow-up post to Phil, I got the impression that fixing this was a low priority item. I'm happy to see that it's been fixed, pending release of the next patch. I'm also starting my first ever game against a human opponent... going all the way back to CMBO. So, there must be something that I like about this game. I'd expect that QB's will follow soon, something else I've never tried. The red button issue is not a game-breaker for me... there actually are no game-breakers for me. And (this is not a complaint, just an observation), there are other things that concern me more than the red button crash, tank-infantry spotting being one. Still, until things are patched (or not), I'm going to continue enjoying the time that I have to play the game. If I didn't enjoy the game, I wouldn't be playing it and I wouldn't be here reading and talking about it. Thanks for your reply
  4. Okay, okay... :eek: Thanks for the reply. I only seem to recall seeing a post that this had been fixed. I guess I should have searched before posting... Anyhow, I know you guys are busy and I really wasn't expecting a hotfix. When you said this earlier, "The red button crash bug is relatively rare", I began doubting my failing memory (due primarily to mi edad avanzada, not to mention mucho tequila in an earlier life ). I thought maybe this wasn't going to be patched. Thanks again for the clarification. Overall, the game is excellent! For such a small team with a limited budget, what you guys have produced is amazing. Dollar for dollar, this game has provided far more enjoyment than any other game I've purchased... and there have been a lot dating back to Tactics II and Blitzkrieg.
  5. Phil... this has happened to me every time I've started a game with wire. As I mentioned in an earlier post, except for very small (1-2 platoons or one reinforced platoon) scenarios, I rarely have time to complete the planning, setup and plotting first turn moves in one sitting. This means I have to save the start turn before I begin the game... or leave CM running in the background for possibly several days. I just opened up the second scenario of the Engel campaign in which I'd plotted a handful of moves and made some setup adjustments. I've been in and out several times saving after each. As I expected, the game ctd'd as soon as I hit the red button.
  6. I don't think you're missing anything. My supposition is that casualty points are based on (hard-coded) percentages... for example, POW's are worth 2x the amount for KIA's, WIA worth 0.5x KIA's and, perhaps, lightly wounded worth something less. The actual points allotted for each in a scenario would be dependent upon the number of soldiers and the total casualty points as set by the designer. Or, maybe not.
  7. The only numbers that work out close are 1.5 points for WIA and 3 each for KIA... and that would mean fractions rounded down. Wonder if there's a distinction between minor and serious wounds? Are slightly wounded truppen even counted at all? I just finished a game against the AI where the only damage done to my side was an immobilized TD. The final screen indicated one WIA at a cost of three points. None of my troops were shown in yellow when I reviewed the map, nor were did I see any any with the red cross, so the points had to have been for immobilizing the jagdpanther. Still, I'd have thought that damage to be worth a bit more than three points??? I have to agree. Seems to me that captured should be worth more than KIA and KIA more than serious wounds. My guess is that points are awarded for different types of casualties on a percentage basis of the total number of casualty points assigned by the scenario creator. Who knows, but... does it really even matter? The day this game becomes one of counting individual casualties to verify point totals will be the one that I stop playing.
  8. I've stopped the Engel campaign at the beginning of the second scenario because of this bug. It's only with the smallest of scenarios that I have time to get through an initial setup and start a game without saving. I spent the better part of 2 hours, over 4-5 nights, looking at the terrain, developing a plan and shifting pixeltruppen around the start zone. Of course, there were multiple saves... I completely forgot that I'd had to restart the first scenario twice because of the red button crash. :mad:
  9. Been playing CM since the early days of CMBO and, at long last, have tired of the AI. I'm getting ready to start a pbem game and have been looking to download h2hh. I've found the 1.4.0 file at GaJ's, but a search of the forum indicates the helper has been upgraded to at least 1.4.6. Any ideas where I might find the latest? Thanks in advance... Mike
  10. I don't think the animation exceeds the gun travel... it's just that the the shell doesn't come straight out of the end of the barrel. If this issue can't be fixed, I think this a very good reason to allow bazookas and schrecks to fire from inside buildings. As it stands now, tanks can roll down city streets with near impunity. Realistic or not, infantry should have some way to counter a tank firing at elevations that mortars would have difficulty achieving.
  11. I agree. When I first began playing, the multitude of question marks was quite confusing. Over time, I’ve become used to them and feel like I have a decent idea of what they represent. Since I play wego the vast majority of my games, I have all the time I want to click around the map and get a good idea of what is actually where. With no friendly units selected, it seems that there is a “?” designating the last suspected position of nearly every enemy unit on the map. As individual units are selected, question marks will appear, disappear, shift slightly or become spotted units. I think this happens as information travels up and down the chain of command and as a unit puts eyes on an area. Just because one unit can see that no enemy unit exists in a certain spot doesn’t mean this info has reached another friendly on the other side of the map that may have just heard from the platoon leader that there are targets “somewhere over there”. I had a recent game where a jeep was destroyed and the occupants were all killed. When any of the nearby friendlies were selected, the question mark disappeared. I noted that after the platoon that destroyed the jeep moved on, the "?' never appeared when these units were selcted. But, when I picked units on the other side of the map, the "?" remained for the rest of the scenario. I can see where the presence of a lot of “?” can be a problem in RT, but I don’t feel it’s an issue in wego.
  12. There was another thread recently about smaller scenarios... take a look here: http://www.battlefront.com/community/showthread.php?t=103594
  13. My favorites are somewhat under a company... a couple of platoons and a handful of other units. A company size game is nearly 50 units (U.S.) by the time you split into teams and throw in HQ's and weapons teams... too many for my attention span. The new larger scenarios with CW look nice, but I don't see myself ever playing them. There are a few small battles for CMBN here: Byte Battles
  14. This is my understanding: Only HQ units and FO's may place calls for support. While each squad has a leader, as does each team, these leaders are not headquarters and cannot call for artillery. Additionally, there are some assets that lower level HQ's may not be able to call. An unauthorized team attempting to call for support will be shown as "Denied" in the artillery listing.
  15. Hear! Hear! I started one game with the CW forces and had to quit while waiting on this mod. Going back to the old, green weapon silhouettes just wasn't an option. Now, PLEASE hurry, Juju... with Ari's vehicle mods rolling out, I'd like to see what the CW fuss is all about.
  16. I use my mouse, but the hotkeys give a little finer control... especially when I'm zooming in
  17. So far, the hardest part has been remembering that, to scroll around the map, the keys are I, J, K & L, not W, A, S & D
  18. After looking into changing the original text file and the alternative hotkeys, I decided to go with the latter. I may make some wrong keystrokes occasionally, but I won't be bailing out unless I want to... or forced to. Thanks to all that have replied. It took about a dozen loads of various turns before I figured out what happened in the first place. It happened once earlier in the scenario and I never did figure it out at that point.
  19. At least with artillery, there are several steps before you've locked in the order. With Bail Out, one wrong keystroke or a click in the wrong spot and you're screwed.
  20. It has taken so long for me to get the hotkeys down that I'm skeptical about changing to the Alternative Hotkeys now that I know the standard ones (for the most part). :eek: I've gone into the hotkey text file, but I can't figure out how to remove the hotkey for bail out without removing the K completely :confused:
  21. I have an issue in a scenario that I’m playing against the AI. I have a Panther in full view of enemy infantry that, mistakenly, I hit the “I” key from the “Special” command screen in the UI. This gave the Panther crew a “Bail Out” command. My intent was to issue a “Quick” movement… the “I” key from the movement screen. The tank is currently providing cover fire for infantry preparing to assault, so there’s no way I want the crew to jump out of the vehicle Unfortunately, there appears no way to undo the Bail Out command once it’s issued. The “Dismount”, “Bail Out”, “Open Up” and “Acquire” commands all grey out and are no longer selectable. Nor do the keyboard commands work to undo the erroneous order. I’ve upgraded to 1.10, I don’t know if this happened previously under the original game. The good news is that, playing against the AI, I normally save most of my turns. I do this because there are several items in the game, like vehicle pathing, that cause heartburn when they arise. But, to correct things like this, it means having to go back to a previous save, reissue the intended orders and replay the turn. I really don’t like having to do this because it seems like I’m changing the game. I have this sense that I’ve cheated against the AI by replaying a turn when I’m simply trying to correct a problem in the game. Although I don’t post often, I’m often lurking. I likely spend more time reading the forum than I actually spend playing CMBN. I have not seen this issue addressed previously. A search of the forum for “Bail Out” brings up so many hits with the word “Out” to be of use and most of the hits for “Bail “have to do with bailing away from guns or bailing out of bunkers. My apologies if this is an issue previously discussed, but I have not seen it before, nor do I have the time to search the many posts with the words bail or out to find this particular case. I hope this is a bug. If it’s a feature, it seems a bit silly. This particular tank is the HQ tank. I don’t think the tank commander would order the driver to move the tank quickly to a new location and then join the rest of the crew while they jump out and run to the new action spot while the tank sits behind. In the scenario that I’m playing, I’m already up against the clock… playing WeGo, this means I’ve lost two more minutes while the crew jumps out, runs around a bit and, if they luckily survive, get back in the tank and move to the intended spot. I really think CMBN is the best game out there and 95% of the time it’s very enjoyable to play. This is just one of those WTF moments that make me walk away for a bit. It’s also one of the reasons that I’m hesitant to play against human opponents… I’d be livid if this happened in a FTF game. Sorry for the long rant. Edit: Actually, it is the "K" key that's involved here, not the "I" key. I'd originally given a Hunt (K) command, then changed it to a Quick move.
  22. I loved being able to plot a long movement and then follow it along the ground while making minor adjustments to the path. What got me thinking about this yesterday was after a Kubelwagen wasted three turns driving through the edge of the woods after I'd given it a dozen-waypoint order. I had had given it on order to turn around and run straight down the road. Unfortunately, while turning around, it drove into the woods. Trying to follow the straight line to the next waypoint, it continued driving through the woods rather than getting back on the road. I didn't notice it until I went looking for the team that it was carrying. Being able to drag waypoints around wouldn't have changed this, but would have been much simpler than deleting and reissuing all the commands.
  23. * Drag and drop waypoints... this was one of my favorite features of CMx1
  24. I've really enjoyed this one... runs CMBN at all of the highest settings. And, since CW came out, it runs at 30 fps or better... at least it seems to most of the time. Plus, I'm also using Ari's hi-def mods Someone on the tech forum had mentioned putting together a benchmarking scenario to figure out the optimum settings for nvidia cards; I hope this happens. I also need to run the game through the fraps benchmarking so I'll have a better idea. I just know that whenever I look at the fps indicator on-screen it seems to be running between 25 & 45 fps. Edit: I just ran a couple of turns through fraps... I average 36.5 fps, with a minimum of 23 driving through the woods, upwards of 50 through open terrain.
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