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IanL

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Posts posted by IanL


  1. 19 minutes ago, philstat said:

    Thanks for the responses, for now, just going to stick with CMBS, kind of like the setting better any ways. I bought CMSF1 on DVD, because I thought it would have a code to download the game, instead you have to use the disc which is unfortunate, I don't have a drive. Saw on these forums where it supposedly comes with a code on the CD case, definitely not the case - I purchased it brand new.

    If you have a copy of CMSF1 that you bought then you should qualify for the special upgrade price. I recommend contacting support with you info and see what the process is.


  2. 46 minutes ago, BluecherForward said:

    My question is - how do I bring all my files together in one place without messing anything up?

    You cannot.

    You did not do something to your CMBN install. CMBN was created before MS changed the rules around writing to the Program Files folders. Once they restricted apps from writing to their own install folders the other games were tweaked to place the game files under the user's Documents folder. CMBN was *not* changed and instead installs to a location outside of the Program Files directory so it can continue to write to its own install directory.

    Here are a couple of other threads to read:

     

     


  3. 14 hours ago, MikeyD said:

    And nobody's wearing short pants.

    I had to read that a second time - my brain read "And nobody's wearing pants" and I was imagining you, Steve and the testers so tired from CMFI R2V that we were just not bothering with pants any more. After all there is no office to go to so we *could* get away with it.

    :D


  4. 21 hours ago, coachjohn said:

    1) is is my imagination or do the ghost (was there isn’t anymore) icons stay on longer with new path.

    There are no change to the contact markers. Irrespective of the bug that @Bulletpoint pointed out the time the stick around has not changed and the bug he mentioned is not new.

     

    21 hours ago, coachjohn said:

    2) have a number of troops in the middle island. Branched them out with hunt. They take fire but never fire back.

    Do they have solid contacts? Taking fire will trigger the stop of movement but that does not automatically mean they have targets to shoot at. If they stop moving and see nothing to shoot at - no bug. If they stop moving and see solid enemy contacts and do nothing - could be a bug (its still possible to have LOF issues at the margins of LOS)

     

    21 hours ago, coachjohn said:

    3) my first run through with this battle barbwire appeared across road. This run through it isn’t’t there. Is that a glitch

    That is suspicious.


  5. 6 minutes ago, RepsolCBR said:

    On my second  playthrough i had learnt to not remain stationary as long...

    But rather to pull back my guYs to New possitions before then got annilated...

    I second this. I was formulating a post just like that as I was reading your request and then there it was the very advice I was about to give.

    I have on so many occasions watched my guys deliver some hurt and then get lots of return fire and I have said to my self I'll leave them there just a couple of more minutes. Now I don't do that because it rarely ended well. The corollary is that when you setup your defence think about their avenues of withdrawal and what their secondary and tertiary positions will be.

    Some basic advice is to setup so that your guys have some cover and concealment and their kill zone they are covering has some restrictions on the attacker. What you want is to maximize the number of times the attacker has to expose small percentage of their force without having support nearby friendlies. That may mean not using some positions because while look good the entire attacking force can bring fire on your position - don't use positions like that. Or use them only OPs that you abandon as soon as you have some intel on the enemy.

    In a city or village that could mean having your guys in the second row of buildings not in the first. That way your enemy has to actually enter the town to engage you and when they do they loose the support of the entire rest of the attacking force. In a forest similarly stay back from the edge - other than some scouts to keep watch. Also look for elevation changes where you can position forces to hit the enemy coming over the hill without exposing your guys to the rest of his force.


  6. 3 hours ago, Bulletpoint said:

    This is pretty much the opposite of CM, which is CPU bound, and with relataively low FPS for most users.

    Yep and I was reading the summary and found this:

    Quote

    This works with all GPUs. However, it only works with DirectX 9 and DirectX 11 games. In DirectX 12 and Vulkan games, “the game decides when to queue the frame” and the NVIDIA graphics drivers have no control over this.

    So, it will not have an effect on an OpenGL game like CM at all.


  7. On 1/18/2020 at 2:39 PM, CanuckGamer said:

    From what I've seen heavy artillery has no effect on tanks in terms of knocking them out. 

    They certainly can:

    Actually getting a hit with WW2 artillery is difficult and some luck helps but there are some examples posted.

    On 1/18/2020 at 2:39 PM, CanuckGamer said:

    Can they immobilize them? 

    Yes, this is a much more likely outcome of a large area barrage on enemy tanks. The hit needs to be pretty close but I definitely have seen and experienced it.

    On 1/18/2020 at 2:39 PM, CanuckGamer said:

    What about killing a commander when the tank is "opened up"? 

    Oh yes that happens for sure. The button up faster in later versions of the game but if they are looking out when the shells start it can happen.

    On 1/18/2020 at 2:39 PM, CanuckGamer said:

    Can they destroy or wipe out the crew of AFVs like a Wespe or other AFV where the crew is not in an armoured turret? 

    Heck yeah.


  8. On 1/18/2020 at 9:41 AM, BluecherForward said:

    <snip>I have an under strength platoon on Objective Don (Sawmill) and it is still showing two transparent icons for German squads there -  when there are clearly no more Germans there.<snip>

     

    On 1/18/2020 at 11:23 AM, Warts 'n' all said:

    There will sometimes be faded icons representing dead, wounded, or missing enemy, normally, but not always these will disappear completely as the battle goes on. <snip>

    Just to add a comment on the contact icons that hang around. If you have no units selected the enemy contact icons you see are a big picture combination of contacts. It combines the knowledge of everyone on the map. If you select a specific unit the contact icons will change to those that that unit knows about. How does that relate to this situation? If you watch for it you will see this happen frequently. Your platoon has cleared the objective and knows there is no one there - if you select the platoon elements there will be no contacts on the objective but the higher level combined intel picture still has contact information - usually that was passed up the chain of command. As @Warts 'n' all says those fade over time as the intel gets old. If your platoon elements have a contact in a building that is part of the objective you can move them to that building and the contact icon will go away (or turn out to be an enemy unit :-) *for that unit*. Once your unit shares its intel with the HQ it should go away from the HQ's intel picture too. If the contact was passed to other elements of the platoon they should update their picture too once the sharing passes. For that to happen there has to be C2 between all those elements. Sometimes this takes a while to clear up.


  9. Hummm. My icons work with fine with 4.02 - I'm using them. When you say splash screen do you mean the main screen with "Battle, Quick Battle, Campaign, Saved Game..." listed?

    I have the Cat's icons and "Juju's TweakedUI v4 (final)" mods but not the Patton screen mod. I also have a bunch of other ones too.

    This kind of UI issue (assuming you mean the main screen - see above) is usually caused by an incompatible string file. The most popular mod that does that is Vin's animated text mod. If you have the wrong version of that you definitely have these issues.


  10. 50 minutes ago, MOS:96B2P said:

    Two grenades pass in mid flight during a grenade chucking contest. :D

    Do we get to see the result?

    Speaking of which I wonder if they can hit each other and bounce off. I have seen a throw go awry and not make it over a high wall but I'm not sure if the game would track a collision between two grenades.


  11. There are a couple of big companies that pushed for more time and seem like MS is going to support Win7 for them for longer under a program they call "Extended Security Updates"

    https://support.microsoft.com/en-ca/help/4497181/lifecycle-faq-extended-security-updates

    the above FAQ seems to say mere mortals cannot access it only corporations with site licenses can and it will include only security fixes.

    Things to consider:

    1) Does it matter? If Win7 is working for you keep using it. Its not like MS was fixing issues that most end users where actually tripping over anyway. Most of the applications we use to connect to the outside world (our browsers for example) will still be updated and will still work with Win7. So, maybe it is no big deal.

    2) Why not go to Win10? If you are worried I cannot think of a reason not to. OK that's not true I truly hate the forced update "feature" in Win10 and the "when we reboot will try to bring all the apps you had running back". But those are solvable problems. There are several apps that restore updates to be under your own control and you can turn off the goofy app restarting feature. Day to day usage is great the transition has been easy and I don't even remember what was that different. Now windows 8 - that was something worthy of hate :D


  12. Assuming a PC here. If you are using a Mac this will not apply. Having said that if you are using a Mac you are not likely to be adding an SSD so seems like a safe assumption.

    The game install itself can be moved just as @StieliAlpha suggests - just copy them over. But the Game Files directories *cannot*.

    All the game content under your Documents folder (saves, ema files, qb maps, scenarios and campaigns) are found by the app by asking the OS where the current user's documents folder is located. If those are the files you wish to move then you must do it using the OS's feature to relocate your Documents folder.

    The only exception is CMBN which uses sub folders of the game install for the Game Files. For CMBN you can just move it and you are good to go.


  13. 9 hours ago, domfluff said:

    Second one is the target armour arc for maximising AT weapons, particularly in ambush situation.

    Oh that's a really important thing I forgot. I do this too. For tank and other guns I'll set a circular armour arc that covers the entire map. What I said before stands - arcs are for preventing units from firing. In this case you want them to not fire on infantry but you do not want them to ignore any enemy they spot so make sure the entire map is covered. For WW2 infantry AT weapons this is not necessary since none of them would fire at 300m anyway. So, for those I usually set the circle to a distance that is a little longer than I would be comfortable with them firing. That way they are free to act as they saw fit just not shoot at some random scout that comes around the corner.

     

    Quote

    The other use-case is when I want to save some reaction time with a tank turret.

    Oh that is a good idea - nice. I'll have to add that to my list of exceptions. But I would do things slightly differently:

    9 hours ago, domfluff said:

    Then, I set the arc from the same camera position, where the tank currently is. Typically I'd make an arc that has some margins - if the target is at 2 o'clock, I'd perhaps set the arc from 12 to 4 o'clock. Anything where the suspected position is in the centre. Arc radius should be longer than you think you need.

    if the target is at 2 o'clock I'd set the arc as close to 11 to 5 o'clock as practical and extend over the entire rest of the map. The last thing you want is a surprise as you get close to the corner and have your tank just ignore it.


  14. 1 hour ago, CanuckGamer said:

    To determine which of my units can spot an enemy one, I click on the enemy unit and it then highlights which of my units can spot it.  Sometimes though when I click on my unit I can't target the enemy unit.  There are obviously other factors in play but not sure what those are.  I thought that if you could spot you should be able to fire at the spotted unit but not so.

    Usually the difference is that the LOF of the weapon system is not the same as the spotter. For example the opened up tank commander can see over an obstacle and the gun cannot. There are a few times where there doesn't seem to be a clear explanation. Normally those are pretty marginal LOS situations in the first place so people just caulk it up to a limitation. Frequently you can shift the position of a tank or change the facing of an infantry team and someone will get LOF.

     

    1 hour ago, CanuckGamer said:

    Secondly I would like to hear opinions and comments on whether there is any difference in setting a target arc as opposed to merely facing your unit in that direction.  In other words, do you think my unit/AFV would get off a shot quicker with the target arc or facing? 

    Yes, only use target arcs if you want to prevent your unit from firing. Seriously if you want them to shoot the enemy don't use a target arc.

    1 hour ago, CanuckGamer said:

    I am assuming that my tank would not fire if the enemy tank moved out of the target arc even though my tank still had a LOS on that enemy tank.

    And that is exactly why.

    Their reaction time and some of their spotting ability depends on how the unit is oriented but target arcs do more than that - they also stop them from firing on things outside the arc. They do not improve spotting inside the arc. If you use the face command or have the final way point placed to orient your unit the same way as the target arc would have done the only differences is with the target arch they will not shoot at targets outside of that.

    Do not use the target arc if you want your unit to fire.

    The only exception to this is if you want to have a tank turret facing a different direction from the way the tank is moving. Even then I would only use that during movement and I would use 180 arcs that cover the extent of the map. I would double check that the arc was removed before the final way point.


  15. 1 hour ago, coachjohn said:

    I am returning after about a year layoff (was bust with war in the west and war in the pacific)

    Couple of questions.

    1) where can I get the manual for sf2 again?

    Welcome back. The manuals are placed in the root of the game install - on my PC anyway. So in C:\Program Files x86\Battlefront\Combat Mission\Shock Force2 or something similiar.

     

    1 hour ago, coachjohn said:

    2) on the ui - there are three small buttons on the top - one is a clock for pause - is that that for real time or a unit.  There  are two others. What are they for?

    These are the instant commands. The clock is for pausing a unit or letting it resume. In real time you can use that to quickly stop a unit. In WEGO it acts as a short cut for pausing a unit indefinitely or cancelling a pause command you put on them in previous turns. The second button cancels all commands the unit already has. The third button is the evade button it picks a point for the unit to retreat to. In real time they immediately starts executing that command. In WEGO any existing commands are cancelled and the retreat command is plotted and you can add or adjust it.

     

    1 hour ago, coachjohn said:

    3) in the commands there use to be a “delay” button where you can set a time for the unit to delay before moving - I don’t see it anymore.

    That's the pause command under the special menu. You can add pauses to any way point. The instant command button mentioned above only effects the unit itself not the currently selected way point.

     

    1 hour ago, coachjohn said:

    4) what is the hot key for movie mode - I didn’t see it in the list. May be blind though

    You don't need movie mode - play in "looks like real life" mode :)  As you can guess I don't use it so I have no idea but all short cuts are visible if you use the Menu | Hotkeys command.

     

    1 hour ago, coachjohn said:

    5) on acquiring ammunition - how is this done and how do I know what ammo to acquire

    If an infantry unit is in a vehicle or near an ammo dump the Special Acquire command will be enabled. One good way to look for what ammo to acquire is to look at what they already have which is in the panel towards the left under rank information. That will list the first five types of ammo the unit already has. Things get tricky if a particular type of ammo has run out but the unit could use it so it is not a bad idea to familiarize yourself with what kind of ammo goes with what weapon at the start of the game.

     

    1 hour ago, coachjohn said:

    6)  In buildings there was a method of keeping the troops inside and not going out on the balcony. It had something to do with selecting target arc and pressing control or shift and forming a circle. Anyone remember how. I just lost all three of my snipers in first three minutes because of this.

    You can use the face command to face them away from the balcony. If you do it slightly away but not 90s from the balcony they can be positioned along and end wall - as long as that wall does not have a balcony too. You can get a similar effect with target arcs too by giving them an arc that does not include the balcony at all. I would use the arc method to prevent them from firing too soon - place the arc away from the balcony on the final way point. Once they are done moving you can change the arc to be circular again. But if you want them to be weapons free the use the face command to point them away from the balcony.

     

    1 hour ago, coachjohn said:

    7) in the new version - is there a way to measure distance from two unoccupied spots on the map?

    Yes. Take a unit and plot a move order to one location. Then select that way point and use the target command to measure the distance. Don't forget to cancel the move order and don't be freaked out that the target line is drawn from the units current position and not from the way point. The measurement is still being done from the way point.


  16. 2 hours ago, Bulletpoint said:

    Has that ever been tested ?

    I seem to recall a test at some point. My own experience has never show the opposite to be true. Note, I am not saying anything about the level of protection other than troops are safer in a fox hole than not. I personally would never undertake such a test because I have never seen any indication that they don't offer protection.

    58 minutes ago, General Jack Ripper said:

    The only way that debate will end is if instead of a generic "foxhole" we can pick and choose what type of foxhole is being used.

    You and I both know that wouldn't help :)


  17. 1 hour ago, BornGinger said:

    So we have to be so called "gamey" to protect the AT-gun crew? And does that method work in a good way?

    I'm not sure exactly what you mean is gamey. Yes, foxholes help protect the crew. Before someone else adds their 2c (who am I kidding they will anyway :-) yes there are people who don't like how foxholes protect soldiers. A debate has been ongoing about how effective foxholes are / should be. The bottom line though is soldiers in foxholes are better protected than those that are not. That goes for AT-gun crews as well.

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