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About Mudhugger

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  1. Yeah thanks. I know that procedure. I am making a Regiment core force. I want to keep the scenarios to a battalion at a time, but would like to simulate the casualties of the other battalions on that day. And then play one of them in the following battle, and so forth across Belarus. Then I can use the Regiment's assets and even the Division's more realistically. I think I will have to make a small battle to make casualties perhaps with German artillery to simulate the other Battalions casualties on that day. Still mulling that over. Anyway it's all fun. The editor and the game.
  2. I have been testing campaign scripts in CMRT and these are my thoughts: None of them are all or nothing. In my opinion, the percentage chance in all categories is for each individual soldier or weapon. For example; set at 50% refit each casualty and lightly wounded man rolls for a replacement, over 50% he is replaced, under and he is not and/or a lightly wounded man stays in the game wounded. In my tests I have had HQs replaced or not, a squad with 4 casualties and two lightly wounded, getting 3 replacements including one of the lightly wounded and two of the casualties. And many other combinations. I have had squads with no replacement and others where all casualties were replaced. And being a roll for each soldier it is very rare that the number of replacements equals half the casualties and lightly wounded, as per tossing a coin, could be more or less. Resupply works the same. On a weapon basis. If the roll comes up and your man is carrying a SMG he is topped off with SMG ammo, up to the amount that an individual carries. If some of the other SMGer's fail on their roll, they just start the next battle with what they had left. The interface shows the total SMG ammo and is why it is not as high as the original total. Sometimes they all hit the roll and the SMG ammo total goes to the max allowed carried by a squad. Same goes for the rifle carriers and LMG's, even the pistols and heavy weapons. Rest was harder to comprehend. I crawled the company around until all was fatigued, then cease fired. At 50%, when I started the next battle, squads were at different states of rest ranging from ready to exhausted. I came to the conclusion, that the state of rest of each soldier is tracked individually and the ones who made the roll and returned to rested, increased the overall squad rest in the interface. Not sure on this, just my conclusion. Vehicles. I used tanks in my tests. A little more uncertainty, but it looks like it is the same. Replacement tanks at a 50% setting, can yield replacements or not. Surviving crew are considered as well. I have seen replacement tanks manned with surviving crew even with an assistant driver missing in a T-34 76. A three man crew and the Commander is wounded. And other times the crew are removed and the replacement tanks get new crews. A cool feature I noticed was when a Platoon HQ unit was removed, a surviving tank in his platoon can move up to Platoon HQ. He keeps his lower rank, and have even seen a Private in command when the tank commander had been removed because of casualty. Repair vehicle is the same in my opinion, Damaged tanks can be fixed or not individually. This proved hard to test, but I always saw some tanks with track or radio or whatever damage not fixed. These are all great features of a campaign, and I think more thought should go into assigning the percentage numbers, especially with ammo. I do wish the refitting/replacement slot was divided for vehicles and soldiers, though. A couple of other notes, which may be just my ignorance of campaign scripts, but there may be others who don't know these. First, the example script in the manual is what I used as a template to make my scripts. It shows percentage numbers in the first battle, refitting, repair, resupply, etc. It took me multiple attempts to realize those are not needed, as the refit, and resupply, etc., from the first battle comes from those percentage numbers in the second battle. I could never correlate the results with the first battle to the percentages in the first battle until I realized that. You must have those lines in the script to avoid errors, but they do nothing as far as I can tell. I set them all to 0%. Secondly, I found out you can not use the reduced headcount feature in the core force. It just loads the entire force no matter what. I have been looking for a way to reduce a battalion in a campaign without actually playing them through a battle. Any suggestions?
  3. I am trying this in a CMRT campaign. Narrow frontages, and realistic unit boundary lines, so no sweeping lateral movements, the battalion to your left or right has that sector. Your sector is yours. Advance with company through company to concentrate the fire and spread the casualties over the entire battalion so your best companies aren't depleted in the first battle. Not sure if others would find this fun to play. Control is not that overwhelming because all your force is not moving at once, usually. I am having fun with it anyway.
  4. I am currently working on a scenario with a Red Army Rifle Battalion, and am experimenting with the entire map as the objective. It is a narrow map with small frontage for the attacking Red Army. Plenty of time allotted. German AI get points for destroying Russians. Obviously you must be careful and thorough. Isn't that what the infantry did? Take the ground. Anyone have any experience with the entire map needing held?
  5. Yeah. I can bring them all into a huddle and no links are established. I even clicked through about ten minutes waiting to see if time was a factor. Very strange to me as well. They evidently don't approve of the choice. lol
  6. I play CMRT exclusively, so can't speak of the other games. In my current scenario, I am playing with a Red Army Rifle Battalion. The embedded Platoon HQ, in 1st squad, got clipped by a mortar fragment, and all three squads went dark to one another, and the Company HQ. After the squad leader in 1st Squad, took command, the C2 link to the Company HQ was reestablished with 1st squad in the normal way. Long visual distance and all, remember no radios at all. However, the other two squads in the the Platoon are having none of it. No red command link to the new leader in 1st squad and also no link to Company HQ, even if standing right beside them. Seems these two squads are now on their own. I don't remember seeing this before, but I could easily be mistaken. Or is it something from having those embedded Platoon HQ's?
  7. Having the exact same issue with my saved games in CMRT, gets to 25% then either crashes or sets there and never progresses. I always have multiple battles saved so I can switch around and not get to bored by one. Guess I have a lot of replaying to do.
  8. Twelve is correct in an Armored Panzergrenadier Battalion. Remember, the other three Panzergrenadier Battalions in a Panzer Division are motorized, and they don't have Stummels. I think the Armored Recon Battalion in a Panzer Division had thirteen Stummels, but CMRT gives them six. I don't have CMFB, so I can't comment on how the TOE shows there. If you are seeing too many Stummels maybe play with the foot slogging PzGrenadiers more.
  9. Regarding the Red Army's uniforms: It is correct that the Rifle and Motor Rifle Platoon leaders are not using a Jr. Officer's uniform, as pointed out by Frenchy56. Along with some other platoon leaders. And as he said the SubMg Companies are using them. Hope Battlefront can go through these and fix. The officers uniforms are a little mixed up I feel, as the Lieutenant is in the mid-officers slot. And no Kapitan is even made, so that is why you don't see him. These can be modded and changed to my liking however. If they can correct the Platoon leaders slot. The NCO uniforms seem right but there is no Jr. Sergeant made so that is why he doesn't show. Only Sr. Sergeant and Starshina are depicted. I modded in my own NCO uniforms to include all ranks and even added a couple of Corporals in the basic uniforms. One question I have always had, is why there is not more officers in the Company HQ's and more NCO's in the Platoon HQ's. I can't find an example of rank in a Red Army Company HQ but I doubt it is one Major surrounded by Privates. I have seen this in the German Company as well but maybe they were not as flush with officers as the Reds. Thanks, hope you take a look at this omission (bug).
  10. Hi, So I've read the winter event doesn't effect the Finns, yet in my first January 1942 turn a Division in Helsinki takes four and others near Leningrad get clobbered as well. I'm playing Barbarossa vs. Russian AI. V 1.03. I'm a novice at this, but I took a look at the event scripts- strength. Looks like the problem may be in the Italy, Bulgaria, Romania, and Hungary winter event #2. The first couple of map position lines don't have the aligned country ID #'s entered. If I am totally off base here let me know. One other thing, the #1 winter events didn't fire until 12/30/1941. Could this be because the season flag is set for Winter and the date is set for 12/15 which is still Fall. Anyway take a look. I play a slow game and it takes a long time for me to get this far.
  11. OK, new to AOC. I went to editor to save a copy of Barbarossa to Berlin with a different name so I could tinker with the units involved, names mostly. I try Save as and I get a warning that some scripts need updated. Afraid to ruin something, I stop, and take a look at the scripts. The one labeled Strength is starred for an update and their are no scripts in it right now. I have V 1.03 (more on that later). My questions, noobie ones I am sure; should I click Update, or perhaps Update All? Then save the original campaign? Should the little box beside automatic updates be checked? It is not now. On the version? The game shows V 1.03, but when I use the check for updates thing it says I have V 1.02? Any thoughts on this? Thanks. I really enjoy the game. The large map and the AI are great.
  12. Hello, Sent file. I made a new one so the sub should be attacked enough to cause it to dive. It didn't always in the original.
  13. New AoD player. Game patched to 1.02. Playing the Wake Island scenario as US. I keep getting a crash, when my subs are attacked in the AI's turn. From the games error log: [01/21/2014 9:23:25; 6.1.7601; 1366x768x32(1); v1.02 AoD] FAILED(animate_submarine_dive_and_move): Segmentation violation
  14. Thank you Mr.Cater. The game was working well before this file was flagged, but I haven't tried since. I was waiting for a response first. I will play again. I enjoy your game and appreciate your quick response.
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