Jump to content

LiveNoMore

Members
  • Content Count

    185
  • Joined

  • Last visited

About LiveNoMore

  • Rank
    Member

Converted

  • Location
    NorCal

Recent Profile Visitors

1,049 profile views
  1. OK, this is more of a gripe then anything else. Have you noticed that giving a vehicle move orders where there might be something impassable in the area, like a building etc, the vehicle will go around to maintain its path. But if there is a vineyard in the way the vehicle tries to drive right through it? This happens all the time. Other then micromanaging the movement of the vehicle there is no way to stop this behavior. I've had a tanks, second or third in line, using short waypoints to get past a vineyard, decide to go around the tank in front of it by driving through the vineyard. I'm wondering why the vehicle knows not to try to drive through a building, but thinks it's ok to drive through a vineyard? Any thoughts?
  2. I have had a bazooka team run through/past an PzIV on a bridge that was firing at another infantry unit. Then they turned and ran back across the bridge because they took fire from a MG. Never did they see the tank. However, the tank saw them and shot them all in the back. Currently I am playing a game where I had a good number of ATG and StuG's facing the route the Canadian Sherman's would be traveling down. They all had clear LOS/LOF down the road and into the first couple of rows of an orchard. They listened to the Sherman's approach and did not fire a single shot. They never saw any of the tanks. Looking down the barrel of each one I could clearly see the approaching enemy. And I could target the road the tanks were on, but the ATG/StuG's didn't see or fire. Instead they all sat there and were taken out by multiple tank shots. All were either veteran or crack units. And before all the folks on the forum who have no capacity to see a that there is actually an occasional issue with LOS in these games, or who do nothing but find a nebulous justification for it to happen, I want to say that it can make the game unplayable. Most of us play these game for enjoyment. Being constantly frustrated because of things like this is not enjoyable. Don't get me wrong. I love the games and I love creating scenarios. I just think this is an area that needs to be looked at. It may take a slight modification to the coding, but it can be fixed. I would rather have LOS be too easy then ridiculously off as we have all seen.
  3. @mirelm61, Thanks! You don't need to go into major detail on the play test if you don't want to. I just need to see if you think it was fun to play, fairly balanced and anything else you notice. Can you send me your email? I'm at dsp1295@gmail.com Thanks again
  4. @Falaise, I have created a lot of scenarios over the years, but only 2 had an AI. FUBAR Village and DiSarrano took a long time for me to test and test again. This time I have played against the AI a couple of times, but it's hard to properly test a game if you know where everything is! Hopefully someone will want to try for me.
  5. So here I am sitting in the house with nothing to do because of the "stay home" edict from my governor... The restaurants are closed, the movie theater is closed and it's raining outside. So what to do?? How about finally create a medium sized scenario around one of the 1st Canadian Division battles moving towards Ortona on the Adriatic coast? The area know as The Gully. It's early December 1943 and the Canadians are trying to move north up the Adriatic coast. They have taken Campobasso in the mountains and are moving east. The Gully is a natural defense running east/west for miles. In places there is over 150 meter difference between to top and the bottom. The Germans have heavily reinforced it and have been able to stop repeated attacks. On top of that the weather has been wet and rainy. On Dec 13th Princes Patricia's Canadian Light Infantry managed to get across a narrow portion of the Gully and take the Orsonga-Ortona road. However, they were stopped in their tracks as they tried to advance. Ahead of them lay the small village of San Martino with Casa Beradi just behind. Casa Beradi was on a small piece of land that jutted into the gully and gave the Germans clear LOS/LOF to the south, east and west. It had to be taken. By the night of the 13th of December both the PPCLI and the Seaforth Highlanders had been badly mauled by the German 90th Panzergrenadiers occupying the area. It was decided to have the 22nd Regiment, supported by the Ontario Tanks, pass through the lines and attack the village. C and D company, with C Squadron supporting, would have that honor. Unfortunately for them, The Germans also moved out the battle weary 90th and replaced them with a fresh company from the 1st Fallschrimjager. As so the battle began.... I have created a scenario which covers the battle for San Martino and Casa Beradi. It has not been fully tested in the Allies v AI mode. I'm looking for anyone who would like to try the scenario and give me feedback concerning it's playability and the quality of the AI. I have rarely created an AI scenario as I usually prefer H2H. So I could really use some input. If your interested let me know and I'll send the scenario. Thanks, LiveNoMore
  6. General McNair was in charge of tank development for the US in WW2. He was an Artillery man who thought tanks should support infantry, not engage the German tanks in battle. His plan was to have the M10, in mass, just behind the front lines. They would handle any German tanks that broke through. When the tankers and their commanders started to complain that they were getting wiped out by the German tanks and that the 75mm just bounced off, General McNair responded by telling them that mass tanks would do the trick. He would not allow the addition of the 17lb (76mm) British gun to be installed. (The British installed the 26lb gun on their own and produced the Firefly.) McNair used all sorts of excuses to delay upgrades to the Sherman. Delayed production, the 90mm gun was too heavy, more armor was too heavy, the tanks would be too heavy to ship, etc. It wasn't until late in the war that McNair finally relented and allowed the M4 to be built, along with it's variants.
  7. I've been trying to get into TSD and keep getting this error message; Internal Server Error The server encountered an internal error or misconfiguration and was unable to complete your request. Please contact the server administrator at admin@thefewgoodmen.com to inform them of the time this error occurred, and the actions you performed just before this error. More information about this error may be available in the server error log. Am I the only one?
  8. This is a remake of one of my first scenarios, Campobasso. I made that in CMBN but tried to make it look like Italy. The castle needs to stand up to 75mm and such for a bit. I have a photo of a castle in Germany (Castle Itter) which shows damage done by German 76mm and 88mm ATG. It held up fairly well, though there are a few holes in it! Now that we have R2V I am doing an entire rebuild. So far I have the map created with elevations, roads, RR tracks and RR station, medieval town, castle and new town. Now filling in the rest of the map. Then on to locating the actual units in the area and deciding what I want in the game. I know the Allies were part of the 1st Canadian Division. The Germans were from 76th Corps, and included 1st Fallschirmjager. Hope to do some play testing by the beginning of March. Initially it will be H2H only.
  9. @umlaut WOW! good work with that. I was planning on using a large church with an 8 story modular building on 1 side and 2 4 story mods on the other. That will cover the church. But, at the bottom of the hill stands a smaller keep. This is about 4 stories and when I walked around and through it the construction looked as strong as the main castle. I guess for game purposes this building won't be as strong as the main one. But it will still work and look good. Thanks All!
  10. Currently I am creating a scenario in which a large castle sits on a hill overlooking a small town. This is a common sight in most of Italy. My question is survivability of castles vs large churches. Currently there is nothing which represents a castle or old fortified stone medieval building. I can make a large church almost look like a castle, but it definitely isn't as strong as a castle. Having walked through a lot of both buildings in Italy you can see the structural difference. Does anyone have a solution for this? I have put a large wall next to the church and it looks good, but is it really any stronger? Thanks, LiveNoMore
  11. @Blazing 88's, Thanks for the scenario! @weapon2010 I will be remaking the entire scenario soon. Just finishing up on a 2 others which I'll post in the next couple of weeks. Then on to the new and improved Campobasso! Thanks All!
  12. Hi All! A long time ago (2012 or 2013) I created and posted a scenario called Campobasso. It was one of my first scenarios. Had a computer meltdown a few years back and today realized I don't have the scenario anymore. I looked in the Scenario Depot and it's not there either. I was wondering if anyone had a copy of it? Ironically, I used an article I had read where the Germans said they had suffered heavy casualties in the battle and the city was heavily damaged. Recently I read an article by the Canadians who said they basically walked into town! So It looks like I created a fictional battle! Either way, I'd like to get a copy to play with and maybe update. Hope one of you guys has it filed in the back of your computer! LiveNoMore
  13. Unfortunately I have to agree with the majority. I also don't have the maps. Only Venafro
  14. As your erstwhile opponent I truly hope you get trounced! :-)))
×
×
  • Create New...