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IanL

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Everything posted by IanL

  1. Ack now you are making it hard. The whole point of making the WW2 just kept going scenario is that BFC would have *all* the necessary models and formations because they would have to complete end of WW2 TO&E for the Soviets and the Allies already to go. If we just create a strategic back story for fighting to continue for six more months all that would be required would be the creation of the game and the amalgamation of resources from the CMRT and CMFB plus the creation of scenarios. Once you start adding new cool units and reorganization of armies then it becomes a whole big thing
  2. Now I'm even more confused. Are you saying that with an older version of java the campaign files were correctly extracted? This is not something I would expect. I would expect a newer version of Java to work correctly but if it were to fail I would expect it to fail without doing anything. I found the latest update for Java 8 is numbered 241 (https://java.com/en/download/faq/release_changes.xml). Is that what you mean? The latest version of java is 13.0.2 (https://www.oracle.com/java/technologies/javase-downloads.html) hence my confusion. I will send you a PM asking a bit more.
  3. I'm not Mike but I use his tool frequently. What kind of error do you get? It is possible to create a Java run-time install for use with just the scanner that makes sure the right java is available for it. Also what is java 241 I am unaware of it - probably just a shorthand name you are using that I'm not groking.
  4. I don't have the link you refer to but the FAQ: http://community.battlefront.com/topic/125783-the-cm2-faq-thread/ has a link to your excellent C2 thread:
  5. Interesting. I might start out reading those in game numbers but I try to use these weapons based on my in game experience. For me that means I try to hold Shrecks to 150m and try to get them to 125m before using them if at all possible. For Bazookas I normally don't let them fire over 100m and try to get them under 90m.
  6. Yeah, *that* is not at all what I said or meant. We do however see a large spread of opinions about what is working and what is not - which clearly means that there is no way to satisfy everyone no matter what choices BFC made. Which is why it is a good thing that BFC's default is to make decisions that *they* feel are the best ones and only tweak things if someone actually shows evidence that they got things wrong in some way.
  7. I have not actually seen my men open fire at the crew before they are out (or didn't notice). Given the changes made over the last few updates that have toned down bailing crew's responses the chances of the crew getting the best of my men has dropped to basically zero if I have additional teams to cover the assault and close to zero if it is just the assault team. I will grant you that occasionally the crew manage to cause a casualty first and things can go wrong if that happens and you only have one team covering. The thing is that does not happen regularly any more.
  8. That did seem kinda fast, yes. I have definitely seen guys get taken out just before or as they throw. The grenade usually bounces at their feet and then goes off killing a comrade or two. I don't think the game would model a round triggering the grenade but that might be a good story to explain that.
  9. Agreed it is very dangerous and those crews are going to shoot at your guys. The best way to deal with them is to have another team or two in position to open fire on them as soon as they jump out of the tank. If I have one or more other teams covering the tank I typically watch the crew go down or surrender instead of watching my already freaked out assault team take a casualty, run and then take more casulties. Plus, one of the best ways to cover your assault team is to have another team actually firing at the tank. Even if its just small arms plinking off the armour the tank crew seems to care about that and focus on them. Sure it is a dangerous job but so is assaulting the tank. Spot on steps removed since I would not change them Thumbs up - cover arcs are to prevent your men from shooting - so don't use them when you think you might want your guys to fire. I personally would not bother with the cover arc for the assault team because if bad stuff happens I want them to be free to defend themselves. I get that the idea is not to reveal their location but if the TC does open up I'm cool with them taking him out while they approach. Nothing makes a tank crew more skittish than loosing their boss. Plus, if the tank's infantry support does show up I want that assault team to open up on them too. At that point your assault is likely toast and things are going to end badly for the assault them - the least we can do is let them fight back. IMHO we owe them that.
  10. Wait, which is it - too fragile or too powerful.
  11. Correct it is not possible. Given that only a handful of units have both I doubt we will ever get control as a player. I feel like the game is consistent in using one type of ammo first but I have not tested that.
  12. Yeah I don't think so. Have you looked at the definition of racism? Not shopping in China town because you are afraid of being contaminated by something that is not present in any population in Toronto just because the look of the skin colour of the people in that area matches the skin colour of the people who are suffering with the outbreak of this virus sounds like a match to the definition to me.
  13. There is no solid consensus for OOB size vs map size. There have been a handful of threads discussing it over the years but it very much depends on what you want to do. A scenario where the fighting has already started or is about to start would not need as much room as one where you have to find the enemy first. For sure - if you want there to be manoeuvre between forces or recon to find the enemy then yes extend a way.
  14. Yes, tree trunks factor in to who gets hit but I'm only talking about the protection effect from being in a certain type of terrain. Lets say we have a two man team taking fire from directly ahead. They are in a light forest AS with some trees. If one man is at the front right of the AS they will likely have no tree and just a small amount of the light forest between them and the incoming fire. If the second man is at the back of the AS behind two trees he likely has 6m or so of light forest between himself and the incoming fire. My understanding is for each incoming round the models of the tree trunks and the men will be hit tested. That means straight up the front man already had a higher chance of getting hit because he has no trees blocking the LOF of part or all of his model. For each hit that the models and round tracing indicates the front man gets a chance of the hit being ignored, this is to take into account the micro terrain we have been talking about. If it is open ground between the team and the shooters then he is not going to get much of a chance but it will be something for those small depressions that he would no doubt be hugging the ground in. The rear man will have 6m of light forest between him and the incoming fire so he will get a higher chance of the hit being ignored to simulate the small depressions, stumps and the dead tree branches etc that are between him and the incoming fire. None of this is some miracle saving values or anything but they do give them a chance to not be hit even if their model's return a hit for a given round. And yes I was assuming prone soldiers if they are kneeling or standing that matter too. I have no special knowledge of the code, no idea how big these effects are or exactly now they are calculated, I am just regurgitating what I have learned from reading comments from @Battlefront.com over the years.
  15. You are correct. @Attilaforfun, Shock force does have a civilian density setting that simulates the effect of civilians being present. Set high it makes the non uniformed enemy units harder to spot. This means if the enemy move in non threatening ways they can remain unnoticed for longer and get closer. Spys in particular benefit from this. Edit to add - you may well have already been aware of this but for completeness for other reading...
  16. I found another cover image: That's a Hungarian Flag so probably still not the Russian game cover. But I found it as the icon for this page: http://wiki2.red/Combat_Mission:_Barbarossa_to_Berlin Also did you guys know there was a book that covered strategy written for CMBB: https://www.amazon.com/Combat-Mission-Barbarossa-Berlin-Strategy/dp/B0063T9GZC I didn't - cool!
  17. LOL - do you think it really was a copy of your game? That cover doesn't even classify it correctly - says it's and FPS.
  18. Any soldier. Clearly a squad occupying multiple actions squares will have more diversity but even for a single team. The guy at the back of the light forest tile will get more protection from incoming fire than the guy at the front. Nope HE too. I don't think that every piece of shrapnel is tracked but the same thing applies - after the "are you hit" check your terrain gives you a protection modifier. And it matters if the HE exploded above you are on the ground etc.
  19. No. There is a factor of protection given to the soldiers - that is the only thing that is similar to CM1. Unlike CM1, CM2 tracks rounds and uses model based hit testing. CM1 was all abstract level of fire and abstract level of protection and each square was what it was. CM2 is very different. As a starting point each soldier model is used as a hit test for rounds. Anyone who gets hit then gets some kind of adjustment to the chance of becoming a casualty based on the terrain they are in. And this highlights another difference - in CM2 a team can have soldiers in various terrains while CM1 cannot. So, the one guy who is outside the light forest area is treated as being in the open, his team mate 6m away in the woods gets more of a chance of not become a casualty. CM2 starts with rounds hit models and then performs a few adjustments because the 3D model for light forest or heavy forest doesn't really render all the various things in the way. So, even open ground gets some adjustments for those less than 1m terrain level changes that if you were really in a field you would seek out if someone was shooting at you.
  20. Ack - I forgot this was a campaign. Yeah that would be very difficult - for those of us that don't have the campaign parts. Do I have it correctly that this is from @JonS's campaign in the battle pack? I'll have to put this on my list of stuff to look at - man it's getting long.
  21. We had a bug during the development of CM R2V where a motorized battalion did not have enough transport for everyone (that was by design) and whenever you added them to a scenario and played it the transport for each platoon would be filled and anyone who didn't fit was just gone. When you deployed the units everyone was there. When you played the scenario anyone that didn't fit was just missing. Which teams were left out seemed to change randomly too. What you are describing sounds similar to that bug. If you can reproduce it with a new scenario - buy a motorized force and remove a truck or two from each platoon. Deploy to see everyone. Play to see if anyone is missing. Then we can only log it for a fix one day. If you can only reproduce it with the old scenario then the issue is the problem is baked into the scenario. This is possible and the fix would be to go into the unit editor and remove the formation that is having the problem. Add it back and the problem should be solved. You will have to make careful note about which parts of the formation are supposed to be removed, which AI group, which unit objective and which reserve group they are part of.
  22. I don't understand what this means either. Can you elaborate a bit? How exactly does it calculate microterrain? From what I can tell, the game engine only gives a "cover bonus" to units that are directly behind hard cover like trees or buildings. The underlying terrain tile (whether it's rocky, bushes, open, etc) does not seem to have any effect at all, which is what I was referring to before. So rocky terrain doesn't give your troops more of a bonus than open terrain does. Am I wrong about that? I'm not @IICptMillerII but he is correct. The game does not directly model the smallest of terrain features* but it does give a fudge factor to the hit calculation to simulate it. Walls and trees do not give a cover bonus - they block incoming rounds and shrapnel until they are damaged and can no longer block stuff. Buildings too - although they are more complex because the internal structure is abstracted so both things are going on there. Terrain definitely does have an effect. Heavy forest provides more protection than light forest which give more then just grass. *Terrain features such as what @JulianJ are referring to are modelled by the game - but they have to be added to a map. Some maps don't have enough and the very first QB maps from CMBN were frequently like that many do. Find those features and use them - it make a difference.
  23. I just shared my backup scripts and how to use them here:
  24. Since backups came up in another thread I thought I would share my backup scripts. I thought I had done this in the past but I did a search and came up empty. I wrote these scripts years ago and have been using them for scenario design, mod design and programming projects. The basic principal is to zip up a directory and copy it to a backup location (keeping old versions) and a second location. This lets me know I have the last 10 versions and the second copy allows me to move my work between computers. I used to use a USB stick (hence the command line option "portable") but now I use drop box. I hope others can benefit from these scripts feel free to modify and enhance them as you wish. Dependencies: Winzip and WinZip Command Line Helper. I currently use WinZip 20.0 and WinZip Command Line Helper 4.0. I have used older versions so my scripts do not need the latest but they do need those two things to be compatible. Changing to use a different .zip utility would be a one line change for the command line and two other lines to make the batch variable name match a different tool. With those in place you can unzip the backup command and an example usage from here: https://www.dropbox.com/s/ifzujn77afk1ei3/BackupExample.zip?dl=0 In there are two .cmd files. The first is BackupToZip.cmd It is the generic backup utility that preserves the last 10 versions and optionally makes a second copy of the most recent backup. When you run it you see the following command line usage guide: C:>p:\BackupToZip.cmd BackupToZip zipname backuppath pattern [-portable path] [other zip options] Press any key to continue . . . zipname is the name of the file you want to create backuppath is where you want to place the backup copies pattern is what to backup portable path is an optional location to place a second copy other zip options lets you pass other command line options to winzip (or what ever other .zip utility you might swap in) these are passed as it to the winzip command Rather than typing a complex command line every time I want to backup my work I create a project specific backup .cmd file. An example of which is included in the above .zip file. This is the script I used while I was working on the Lanzerath ridge scenario: @echo off call P:\BackupToZip LanzerathRidge P:\Backups D:\Users\IanL\Documents\Battlefront\COMBAT~1\Bulge\GAMEFI~1\WorkInProgress\LanzerathRidge\*.* -portable D:\Users\IanL\Dropbox\ScenarioWork -x*.class What that does is copy the entire (*.*) contents and sub folders of my WorkinProgress\LanzerathRidge folder to a .zip file named LanzerathRidge in a Backups directory (also saving the last 10 back up .zip files) and make a second copy on Dropbox under a folder named ScenarioWork. The -x*.class is a left over from a java project backup script that I copied to create my LanzerathRidge backup file. Oops my bad. Just ignore that. If you cannot ignore it here is the explanation: it serves as an example of passing additional zip command line options through. I never backup .class files in a Java project since those are the compiler's artifacts and there is no value in saving them since they are derived from the source files. I create a WorkInProgress directory under the Game Files directory and under there I have a sub folder for each thing I'm working on. Then I create a Backup<ScenarioName> command line script to back it up. Under that sub directory I have all my notes, links, briefing text files and graphics files as well as the scenario itself. You might have noticed that I am not using paths with spaces this is simply because I never did the work to support that. In my development projects I never use spaces in directory names and this backup script was initially created for backing up programming projects. There was just no need. When I moved to use it for Combat Mission purposes I just didn't spend any time changing that since I can just feed the scripts the old 8.3 directory names. Yes, that looks sucky. Yes, it means you have to do an additional step when you create your backup script No, I'm not going to be changing that - but you could if you want You can always find the 8.3 directory name by using these command line arguments with the dir command in any command shell: dir /X
  25. Agreed. I have some thoughts on this: I wrote a backup script a long time ago that I still use for scenario work - it zips up a directory and copies the .zip file to a backup directory and keeps the last 10 of such backups. No version numbering required. I still do put a version number on if I send the file to someone to test - so they know they have the latest version. But I do that to a copy of the file. So, if I was working on test.btt and I was ready to send a test to someone I would make a copy and name it testv2.btt and send them that. (someone reading this who has received test files from will will likely be confused by this - yes it is true I am not at all consistent - :-) I have no experience with campaigns but George's advice from above seems very solid. If you chose to do you backups of your work by just tweaking the version number you can continue to do that if you copy the testv4.btt file into the campaign compile directory and rename it test.btt (deleting the old one first).
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