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Mudhugger

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  1. Upvote
    Mudhugger got a reaction from dbsapp in Campaign Script File   
    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?
  2. Upvote
    Mudhugger got a reaction from Holien in Text Size / UI Scaling   
    Yes it is. It can be set up to follow your mouse cursor, so you can move the magnifier around for reading the briefings or the UI. It's not perfect but it certainly helped me read that stuff.
  3. Upvote
    Mudhugger got a reaction from A Canadian Cat in Text Size / UI Scaling   
    I have found the magnifier app works pretty well in game to take a close look at the UI.  Helps me a lot with the briefings and in the editor as well.
    Mine is set up to on and off with a couple of hotkeys.
  4. Like
    Mudhugger got a reaction from Splinty in A Word on Follow-on Modules   
    How about some Cuban paratroopers and some US high school partisans. Then I might buy it.
  5. Upvote
    Mudhugger got a reaction from zmoney in A Word on Follow-on Modules   
    How about some Cuban paratroopers and some US high school partisans. Then I might buy it.
  6. Upvote
    Mudhugger got a reaction from Warts 'n' all in King Tigers in Paris (Summer 1944)   
    John Kettler, 
    I saw this on a Tiger site. The dates are a bit off from the picture, but some may have left for Paris early. Seems 3. did not fare so well in Normandy. At least they saw Paris.
    18 July 1944---- 3./ is bombed during Operation Goodwood, but only two Tigers are lost, one burnt out and the other was flipped over by a near miss. 13 Tigers lost during the day to all causes
    20-29 July 1944----3./ ordered to Mailly-le-Camp for re-equipment with Tiger IIs
    12 August 1944----3./ entrains for Paris
    mid-August 1944----Most of 3./ destroyed by Allied fighter-bombers, all of the rest of the Abt. is destroyed during the retreat from Normandy, only 2 Tiger IIs of 3./ on strength
  7. Like
    Mudhugger got a reaction from Frenchy56 in The Year Ahead Bone Post   
    I hope this will be corrected as discussed in the thread below. I finally got a graphics card after playing with integrated graphics for years, and now it is very noticeable to me.
     
     
     
  8. Upvote
    Mudhugger got a reaction from MOS:96B2P in Campaign Script File   
    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?
  9. Upvote
    Mudhugger got a reaction from George MC in Campaign Script File   
    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?
  10. Like
    Mudhugger got a reaction from benpark in What would a WW2 battalion typically be expected to achieve?   
    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.
  11. Like
    Mudhugger got a reaction from General Liederkranz in What would a WW2 battalion typically be expected to achieve?   
    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.
  12. Like
    Mudhugger got a reaction from Bulletpoint in What would a WW2 battalion typically be expected to achieve?   
    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.
  13. Like
    Mudhugger got a reaction from Kaunitz in How many Stummels did a PzGrenadier Batt. have?   
    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.
  14. Upvote
    Mudhugger got a reaction from General Liederkranz in Nationality-Based C2 Restrictions   
    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?
  15. Upvote
    Mudhugger got a reaction from General Liederkranz in How many Stummels did a PzGrenadier Batt. have?   
    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.
  16. Like
    Mudhugger got a reaction from Bulletpoint in How many Stummels did a PzGrenadier Batt. have?   
    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.
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