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Gen Von Television

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About Gen Von Television

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    Senior Member

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Converted

  • Location
    Italy
  • Interests
    1/35 static wwii modeler, photography, 3D graphics, etc...
  • Occupation
    3d graphics consultant

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  1. Gen Von Television

    Mac 10.8.5 CM Engine 4: will it work OK?

    Thanks axxe, that would be an option. But again I'm not sure I'm willing to spend on an update I will not be able to use. As for the Apple OS update policy is a rip-off that includes a mandatory call to upgrade your machine while I have some old macs still working perfectly and I do not find it really necessary to buy new computers. Besides I suspect the new OS X has so many hidden routines that control your installs and what not I'm not really happy to conform to. I even find frustrating I have to pass through the Apple Store to install any program, freeware included, not to speak of its annoying insistence to upgrade iTunes to the latest version that is completely messing up with my music collection: i.e. when I mistakenly upgraded it on one machine all my library was not accessible anymore by the old macs I used to play music where iTunes was not supported anymore...
  2. Gen Von Television

    Mac 10.8.5 CM Engine 4: will it work OK?

    Anyone can confirm the 3.12 update and the 4.0 Engine install is working on Mac OS 10.8.5, please?
  3. I apologize if this matter has already been discussed elsewhere but I was unable to find any relevant information about it. I'm planning to upgrade to Engine 4 the whole of WWII CM installs I have on mine machines but I haven't upgraded any of them to the latest OS, and I would prefer not to nor do I feel the need. It seems to install Engine 4 for CMBN you do need it upgraded first to CMBN v.3.12: to upgrade it to that version from this page http://www.battlefront.com/index.php?option=com_content&task=view&id=2306&Itemid=518 ---->>> MAC (10.9 or later) I have CMBN v.3.11 installed and I'm reading this requirement hence I've not patched any of my installs: con someone please confirm this is absolutely required or it may work with Mountain Lion too? Will I find this kind of blocks for CMFI, CMRT and CMFB too? this is becoming worrisome... Any pointer / advise / report would be most welcomed. S.
  4. Hello Steve,

    sorry to intrude in your PMs but I cannot find any proper information here on the forum or on the site: I'm still using Mac OS 10.8.5 on all of mine machines and I'm not really interested in upgrading it (in fact I 'm really avoiding it as I find no use on being used by the computer but I prefer to use it instead).

    Now I'm reading the Engine 4 upgrade will require i.e. the CMBN v.3.12 and I'm still on the 3.11 as I've read the Mac OS 10.9 should be installed: is that so?

    I will go with the Engine 4 Bundle (where is it on the shop?!?) for all the WWII CM series (having all of them) hence I hope you can give me a green light and the right pointers to balance information of this kind with the other releases of CMFI, CMRT and CMFB...

    Please let me know further.

    Kind Regards

    Diego

     

    1. Gen Von Television

      Gen Von Television

      Ooops, I did find the bundle on the store...:ph34r:

      But I still need a confirmation regarding the games upgrades compatibility with Mac OS 10.8.5: TIA

  5. Gen Von Television

    Operation deadstick

    Sorry for the very late reply: i understand your frustration but when I made this conversion I realized I had to simulate the historical outcome too, hence you'll need at least Major Victory for each battle to successfully complete the scenario. If you play on the German side the Benouville Battle you'll be OK even with Minor Victory. It has been play tested quite a few time with different players and even if you have Elite/Crack/Veteran troops on one side against even Conscript on the other, still you have to play it hardcore on either and avoid unnecessary losses and fatal mistakes while at the same time moving very fast and decisively. This also reflect the ASL campaign: not that easy. You may say it's a kind of tricky trick but that is just to represent the difficulty faced on both sides to actually win the battle... It's also an old scenario I'm thinking to update since now we have so many different AI tools we can use, and a few touches on the map (the famous bridge included) will also help to recreate the authenticity of the battleground for which I spent a lot of time researching...
  6. Impovise. Adapt. Overcome.

  7. While I'm reading your document and examining the map in the Editor, I've noticed I did a battle scenario called < The Sheriff of Oosterbeek - small >where there are no British SUZs and the map is somewhat smaller than the one pictured in the doc. Is that OK? Admittedly I've also received the disc version but since I had already downloaded and installed the MG module I did not bother to re-install everything: I wonder if on the disc there is a full version of it and if so how should I proceed without having to re-install all the upgrades? Thanks for any advice.
  8. Finally I was able to get a Waffen SS Tactical Victory but I barely reached the Central Crossroad that was still heavily defended. For sure the design is really good as this battle has depicted very realistically, and I would say historically, the difficulties and hardship both sides had to face. I appreciated how each strong point of the Red Devils fought with grim determination and skill: in the end even winning the battle I was never able to reach any relevant objective, not to speak of finding where the Sheriff was. It was a very slow and systematic grinding of the defender, staying always on the edge of failure since the best German troops even after a successful assault got at least nervous and had to give them some time before advancing again. A very well thought AI and clever positioning: good work Jon! I'm intrigued now to see how the German AI will behave on the attack... Now I can read on the whole designer's notes and find some inspiration for updating/creating new scenarios. Thanks again for sharing your experience.
  9. Gen Von Television

    New Vin's Animated Text for 3.0?

    It seems we're in need of another upgrade of this excellent tac tool (thank you Guys!) after the latest 3.11 patch, isn't it? A German squad has its leader Long Tom and its MG gunner Heavy Tank Destroyer, etc...
  10. Gen Von Television

    The loneliness of a long distance runner

    As far as I know it happened twice with Inf Squads during open ground maneuvers, the problem is that thereafter the whole squad get exhausted even if it stay waiting for the lone runner to rejoin. Consequently you'll have to wait quite sometime before the squad regain some strength: annoying...
  11. Hi Guys, I'm not sure this has already been discussed or noticed by others but it happened to me in more than an instance while playing, with different squads and in different spots: admittedly it may not be easy to notice, but after issuing a Quick Move order to a squad in a covered terrain far from the fighting I then found a single soldier running astray far from the rest of his squad. Once he was even running in an opposite direction, and again the squad wasn't even under any observation from the enemy and in full C2, and in normal state. Just weird. I happen to notice this after the 3.11 upgrade and up to now only in CMBN, but as I said this may be hard to notice, since a single soldier may get lost or killed. Once you notice it you can still try to recover him by issuing proper orders to the whole squad to move even to a short distance, or just wait there for the loner to rejoin, but the result is that the squad will get tired just because of that single one going back and forth! I'm not sure this is an AI bug or a casual / chaos introduced routine specifically introduced for the sake of realism. Did anyone noticed this?
  12. I'm still halfway into the battle and find it quite tough, especially since my SPGs are running low on ammo (my fault I presume) and indeed the Red Beret are putting up quite a stiff resistance (surely thanks to Jon very clever planning: good job!). I'm also half way reading this thread from the start and omitting the relevant Jon's designing parts not to spoil the on-going battle, so bear with me if I may bring up arguments already discussed and buried (like the double railway line issue, sorry). I've noticed some very high hedgerows that sometime are too difficult for the attackers to clear from the well positioned defenders, so I would like to question particularly emeg if is this a plausible feature of the City landscape, or just a means used to design a valid defensive position? Correct me if I'm wrong, but iirc that frame was printed from a movie shot depicting the marching off of the prisoners (hence the blur) while the one with the seated prisoners is indeed a photograph: I presume there were some signal photographers and cine operators present in Oosterbeek at that same moment in that place. As for the small battles, in CMx1 there were a couple based on the ECo/506/101 battles that were surely playable and indeed interesting and fun to play: anyway they had two major battles in Holland during MG and both should be worth updated scenarios imo, as is the amazing feat of Captain Winters and his Company on the dike later on the Island in November(?). Another interesting battle may be the start & break through of the XXX Corps against a Penalty Battalion of German Renegades (and presumably their guardians) supported by AT guns that was positioned on the very first road block across Hell's Highway and was also depicted in the ABTF movie. And for ABTF: this chocolate is good, it's English. Please take it...
  13. Eheheh You may tell Jon he may very well had been triggered...
  14. Yep, surely it was at least a double track railway: while playing this battle and noticing the atmospheric overcast afternoon, and the freedom I had moving around my German slugs and junks; that reminded me how strong was the AA around Holand and how poorly and quickly the Air Offensive was planned for the whole operation. If the Allied had a complete aerial supremacy of the kind they were able to master over Normandy, with the ability to use Typhoons and Thunderbolt to pigeon shooting any moving thing on the ground, maybe the Red Devils would have enjoyed a far superior support (aerial artillery) and reconnaissance. Just a thought: my 2c anyway. Nope, as I wrote I made four vehicle pass the bridge by placing a waypoint exactly between the two bridges and especially towards the left edge of the road (sense of march) trying to put the vehicle in the spot that was occupied by the Stug at Turn 1 that went on marching without any trouble. Not only I placed a way point between the bridges, but instead just to be sure I made the vehicles stop there, and after checking they were poised at almost the same-same Stug position I moved them out towards the first intersection: it worked all the time. On the other hand letting the vehicles moving freely below the bridges with long segments between way points more often than not brought about the pop up effect and you find yourself stuck on the tracks without any passage down. Instead of repositioning or reworking the spot I would suggest a simpler solution would be to let some passable terrain on the slopes besides the bridges, so that if by magic you get on top of them, you should be able to move them down too. To jump on another subject: as I said I'll wait to finish the scenario to go on reading the lot, but I'd like to know if Jon has discussed the new features, and especially about the triggers, the Mods inclusion and such....? That instead of a Campaign would be much more interesting and useful, since as Jon already stated the Campaign is merely a collection of battles and its production I believe can be summarized in one chapter, but dealing with the more complexities you do encounter designing a battle in all its aspects would be IMO requiring wider and deeper analysis and experimentation...
  15. Never mind: I still have to know what is meant by AS but I went back some turns and replayed the armor and vehicles movement and I believe I've found the sweet spot to make them going through under the bridge and not above it. The problem I still believe is to have an angled road below the bridges, while a straight segment would have probably resolved the problem: in any case just keeping the left side of the road, exactly where the first Stug was placed at start, seems to work all right. Interesting battle, nevertheless: I've still a long way to go...
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