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Vanir Ausf B

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Vanir Ausf B last won the day on December 12 2017

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About Vanir Ausf B

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    In the middle of a desert in SW Wyoming, USA

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    In the middle of a desert in SW Wyoming, USA.
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    Paintball, FPSs

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  1. Surprisingly, on my high end-ish laptop load times for the HD and LD versions are nearly identical.
  2. Nice. I'd like to see the hi-rez version.
  3. Units tend to flee towards the friendly map edge regardless of enemy positions. Load the scenario in the editor and check the friendly map edge direction.
  4. The no targeting rule would be problematic in a non-infantry only battle since the various Target commands double as weapon selection commands. The TacAI tends to shoot HE at everything. Well, why don't you tell us how you really think? 😄 I take it you have not played many QBs with completely unrestricted purchasing, particularly of the large or huge variety. If you did you would soon join the ranks of the broken-minded. The common refrain that the best OOB is a balanced OOB is not true in CM world, at least not in QBs where efficiency is paramount. Generally speaking, the way to achieve the most cost effective force is to purchase the smallest amount of infantry you can get away with then spend everything else on the best tanks available while completely ignoring artillery. There are a number of game mechanics that encourage this that I won't get into. In the CM1 games there is a QB setting called Balanced that places limits on each unit type. It was the most popular QB type, at least in the ladders/clubs I was in. Placing limits on armor in particular is a fairly simple way to approximate the Balanced setting in CM2 QBs. It also has the virtue of being verifiable so it can be used with opponents you aren't sure can be trusted.
  5. It's the literal title of the bug report I submitted to BFC. Charles apparently cut and pasted it when making the patch notes to save time. The number is just a comparison of how many dudes each weapon could kill in 60 seconds in the particular test scenario I ran.
  6. 1) Friendly vehicles never block LOS/LOF for other friendly vehicles. 2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles. 3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles. 4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry) 5) Smoking vehicles block LOS and LOF. 6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  7. Something to keep in mind is that total force size and deployable forces are quite different due to logistics and readiness levels. For example, the British army is roughly: "...two tank brigades, two mechanized brigades, six infantry brigades, a parachute brigade and 15 helicopter and drone squadrons, each with around 15 aircraft... the two tank brigades would share just 148 tanks." https://nationalinterest.org/blog/buzz/british-army-planning-upgrade-just-148-its-227-challenger-2-tanks-53587 But in a real war in eastern Europe would be limited to about a brigade. British Army Conclusions The British Army can provide an armored task force within 30 days and would require 30 and 90 days to scale up to a full armored brigade. Britain should be able to sustain at least one armored brigade indefinitely, although there are lingering doubts associated with the undermanned nature of the Adaptive Force, which will be called upon to provide units to relieve the units of the Reactive Force. French Army Conclusions France can probably field one medium or heavy battalion task force within a week. Generating the equivalent of a full armored brigade probably would take several weeks to a month. The toll of France's ongoing operations — especially Operation Sentinelle — on French Army readiness introduces a significant degree of uncertainty regarding France's capacity to sustain a brigade and that brigade's proficiency. This uncertainty will linger until France finds a way to lighten the load currently carried by its ground forces, particularly in the army's homeland security role, while also growing the overall size of the force. German Army Conclusions The German Army most likely would require a week or more to mobilize an armored battalion; a full brigade probably would take a month. Because the Germans will have to strip other units of equipment to provide for an armored brigade, they will have a hard time fielding a larger force or engaging in other operations until equipment shortages are addressed. https://www.rand.org/pubs/research_reports/RR1629.html
  8. I get the impression it was appearance. I don't see the problem either but it may be hardware dependent.
  9. The shaders behavior is intentional. They don't play well with fog or haze so they default to off in scenarios that have those weather effects. I have no idea about the trees.
  10. But the same question applies to CM1. How many CM1 scenarios were really that large? None of the official scenarios were anywhere near that. The map for the BB13 tourney at We Band of Brothers is 3.2 km x 2.8 km, which is smaller than some CM2 maps on my hard drive.
  11. This happens when there is already a file in the outgoing email directory with the same name (QB 001). Delete it and the ~QB 001 (temp) file the game creates when this happens and it should work. Do note however that your attempt to circumvent the QB purchase point limits in the scenario editor will not work. When you begin a QB any forces place there in the scenario editor are ignored.
  12. That is not true. At a certain load point the unit will no longer be able to Fast move. Pile on more ammo and it can't Quick move either.
  13. I think it is primarily a function of the number of eyeballs. I don't know if the sight is explicitly modeled but I would guess not. Scopes in the modern games have to be accounted for to some degree because they allow soldiers to see in the dark.
  14. The accuracy of aircraft strafing in the WW2 games got hit with the nerf hammer awhile back so it's probably deliberate.
  15. That bug was fixed in the full versions in the Engine 4.0 update or last round of patches. Apparently the demos haven't been updated in a while.
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