Jump to content

Pkunzipper

Members
  • Posts

    23
  • Joined

  • Last visited

Converted

  • Location
    Italy
  • Interests
    Computer, Wargames, Sports
  • Occupation
    IT Developer

Pkunzipper's Achievements

Junior Member

Junior Member (1/3)

0

Reputation

  1. Great job Aris!! I would like to see some more uniforms too... but take a rest before, you deserve it!
  2. Great work Aris! I really like it! It would be really nice if in addition to all the decals you add a couple of different dirt/battle damage, it would add a lot of immersion and variation to the battlefield!
  3. Is there a limit of random variants or I can add any number of variants?
  4. In addition to what Jonny said, assault order is good together a "Target" command, since soldier on the same Squad/Team are not subject to friendly fire. If you manually split the squad, AFAIK, the assault team could be hit by the fire team (especially if they are using bazookas or grenade launchers).
  5. I had the same issue playing on "Iron" on 4th mission of "Road to Montebourg" campaign
  6. I had pathfinding issues too entering the wood area. I moved an entire platoon and only 1 of the squads managed to enter the woods from that bocage opening. The other 2 squads went the long route (they were lucky since the tank platoon just cleared the long route). I had another issue in this map, I reported on the campaign own thread but got no response. WARNING - IT MAY CONTAIN A SPOILER: If you zoom out (can't remember if full zoom-out or middle level) you can guess the position of the trenches where the enemy heavy weapons are placed even if you units have no LOS to them. However I agree this is a great campaign! Congratulations to the author!
  7. Just jumped in to say that I'm enjoing very much the campaign so far! If I find the time I'll try to give you some feedback about my battles, but since english is not my native language it is a very time consuming job I just have to report a little oversight (or maybe is a bug of the CM:BN engine) on the 4th battle: *** SPOILERS ALERT *** At full zoom-out, watching the field behind The Hamlet, you can notice a sort of trench work, even if you have no LOS to that location. Needless to say I will keep my mortar rounds for anything is hidden there! For the rest really a great job! (2nd mission above all, it was a blast finding that AT gun!)
  8. I think the problem in your example is the "Quick" command. Try giving the 3rd squadboth the assault command and the area fire order on the same house. Remember also to stop other squads doing area fire when the 3rd unit will storm the house to avoid friendly fire.
  9. I found this thread on Tech sub-forum, I think it will help you: http://www.battlefront.com/community/showthread.php?t=97046
  10. How can the mortar teams know there is a target at TRP and it's the right time to fire if nobody tells them? Good point, only mortar teams that never moved should get the bonus firing at TRP location.
  11. Thanks for the link. There are some good posts in that thread after the discussion derailed to this topic.
  12. No, I was talking about issuing area fire to Infantry or tanks. Currently the area-fire order is on a single point (even if the squad open fire against the whole block). My suggestion was to allow us to give line area-fire orders like we already can do to artillery missions, in order to suppress more blocks of bocage or houses in the same turn.
  13. I'm currently enjoing CM:BN very much, the demo was a nice surprise and the complete game is not less fun. I like to play WEGO mode, because I like to view the replay multiple time from different position of the battlefield and because it simulates nicely the difficulties commanders have on understanding what's is really happening on the battlefield before issuing any order. But I miss the possibility to move the target command in order to suppress a whole bocage (or houses) line in the same turn (without wasting ammo for 60 seconds on the same spot). So, since we have already the "Line" fire for Artillery, I was wondering how difficult would be to implement a line target for area fire order too.
  14. LOL, just deleted my post in the moment you replied, as I just saw you already stated to have tested with every speed command. Yeah, tanks slow down before crossing an obstacle, so it makes sense that speed does'nt affect the probability of damaging the tracks. Thanks for answering.
  15. skyking20_99, I have an ATI card and had the same problem, try to open Catalyst Control Center, choose "Gaming" from the left menu and then scroll to the last setting (the one about triple buffering). You must leave it unchecked. It worked for me.
×
×
  • Create New...