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Audgisil

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Everything posted by Audgisil

  1. Hello everyone, A long time ago I took JuJus CMBN interface and made it for Fortress Itally by adding the missing mod files for vehicles, weapons, etc. Well, I just finished updating it again to include everything for Rome to Victory. Compressed, it's 7MB. I just posted it to onedrive. Please feel free to distribute or host this file wherever. The majority of the credit all goes to JuJu. I just ported it to CMFI and updated it as needed. https://1drv.ms/u/s!ApexU4UM-mdGsSZCkYTL4IUN2tnO?e=3Hrd3g
  2. Finally returning to my favorite games... So, I really like the behavior of the troops in the 4.0 engine, patched to the most recent updates of course. When they're under MG fire, they go to ground pretty quickly and even fall back if the fire gets too intense for them. This all feels quite realistic since they're very careful to protect their little digital lives. However, The campaigns were designed before this behavior was implemented and don't seem to have been adjusted accordingly. For example, I'm now playing the Troina campaign in Fortress Italy, It seems nearly impossible to beat. It feels really gamey to use first round barrages on all enemy positions (after finding out in a previous defeat exactly where they are located). And even when using the first round barrages, the casualties that the allies suffer in their assault, for example in the second and third missions advancing up the hills, are massive and the squads can hardly move without going to ground. - which is realistic. But, like I said, the scenarios just feel unbalanced - too few resources for the attacker or too many defenders, not enough artillery or registration points, no armor support, etc. Taking your time is also difficult when a single barrage on a position can take 15 minutes to call in. Again, this is realistic and I like this very much, but the scenarios themselves just seem unbalanced and require gamey solutions and multiple attempts to even have a chance to win... or do I just really lack tactical skill (granted I'm way too impatient sometimes and get my litle guys killed, but those are the kinds of mistakes I usually preface with "I know this likely going to be stupid, but... charge that building!" and then order them to their deaths with a "hmm, well I guess that didn't work"). So what do you think, are the campaigns unbalanced now due to the much higher leathality of MGs and lower casualty tolerances? Changes which I think are good though.
  3. Which file is it. I can only find 1 smg ammo pouch. Wouldn't turning that around mess it up every other soldier armed with a Thompson?
  4. "Hey Lieutenant, you haven't seen any Thompson mags lying around, have you?" Anyone notice that squad leaders armed with Thompson Submachine guns (and wearing full winter gear and greatcoats) have their magazine pouches upside down?
  5. Thank you for clearing this up. As a design decision I can certainly accept it. Better that someone jumps on the MG right away (when they're stationary - which covers probably 90%) of all situations than everyone just standing there staring at the MG and wondering what to do. The other 10% is then covered by 80s era action movie sequences where even the smallest explosions throw guys 20 feet into the air. In said situation, the team leader simply catches the MG while running by.
  6. I had a machinegun team quick moving to another location. They were pretty spread out but the gunner got hit from a grenade at long range and went down. His MG immediately appeared in the hands of the team leader, who was a good 10 to 20 meters away and also moving. On the next turn, he was hit and the MG immediately landed in the hands of another team member. I would think that buddy aid is necessary to recover the MG. Anyone else seen this? I can't imagine that it's working as intended. This is the latest version of Black Sea.
  7. In the Interview, Steve mentioned that he had worked on a game called Onslaught. Was it this Onslaught? This was the very first board wargame that I ever cut my teeth on. In fact, I still have it and enjoy playing it to this day. It would be funny to think that I've possibly played nearly every game that Steve has worked on. I don't have them anymore, but I've been a customer of Battlefront since they had a different name and were working with Avalon Hill. I loved playing Flight Commander, Achtung Spitfire, and Over the Reich. Anyone remember those? By the Way, Steve if you read this, what was the title song for used for Over the Reich? It sounded similar to Glenn Miller's "In the Mood", but it was something else. Anyone else know? I've looked for it on and off for years.
  8. Here's an update on the topic. It looks like the problem is related to a piece of software that loads on startup called "Nahimic Audio" that came as part of the motherboard from MSI. After I shut down the firewall (which didn't help), I figured I would reboot and try it again. To my amazement, it worked and I was able to lauch the "activate modules" shortcut. I activated one module and then went to relaunch the program to activate another module. Once again, it wouldn't lauch. On a hunch, I rebooted again and was able to again lauch the activate module program and then quickly checked to see what software was loading into the system try. By the time they all loaded, I couldn't launch Combat Mission anymore. I started going through and shutting them down one by one. With Nahimic turned off, the problem dissappeared and I have my favorite game again. Hopefully this can help somebody else in the future.
  9. No luck. I deactivated Windows Firewall, but no change. I simply can't get the program to launch. Everything else is working normally. Internet connection is fine, etc.
  10. I just upgraded to a brand new system (Intel i7 6700k running Windows 10). I installed Fortress Italy with no problems at all. However, I have had no success after multiple attempts to Install CM Battle for Normandy. Actually everthing installs just fine (using the complete 3.11 version installer), but nothing happens when I click either the "activate modules" shortcut or the executable. Trying to launch them in administrator mode does nothing either. I have also tried installing to different paths on the hard drive. Any suggestions?
  11. It worked perfectly. For the life of me, I couldn't figure it out last night, but I notice now that I was creating a layer mask instead of an alpha channel, so I couldn't get the "save alpha channel" option to even highlight when saving the file. Of course, I fixed that this morning... and the very next thing I did was then save it as 24 bits out of habit, which also didn't. Thanks to you both for the help.
  12. Hello, I'm working on a mod in photoshop, and the one thing I cannot figure out is how to add some kind of alpha channel or transparency that I can then save in a bmp file that Combat Mission can then use. I know it's likely something simple that I'm neglecting, but any help would be greatly appreciated
  13. Ian. Thank you. I absolutely love your cattacticalicons for BN, FI, and RT. Thank you for releasing them for Black Sea as well.
  14. I noticed on the equipment list under air support that NATO will be flying F-15E Strike Eagles and F-16s. These are considered pretty dated and somewhat vulnerable by today's standards. As such, I would be shocked to see NATO sending them in against the Russians while F-22s and F-35s just watch from the sidelines. I'm sure there's logic to the decision. I'm just curious what it is.
  15. Anyone know what the difference is between high and low tree detail under the advanced game options for CMBN 3.0? I didn't see anything in the manual or readme.
  16. I rather like that they are not there. If you look at the majority of combat photos from WWII, it looks like the first thing most GIs did as soon as bullets started flying (not counting beach assaults and what not) was ditch the packs.
  17. I found out about it right here when they announced it. At the time I was playing "Achtung Spitfire" and "Over the Reich."
  18. There used to be a series put out by a company called Atomic Games called "V for Victory" and "World at War" If I recall, they were battalion level games. They also had a really nice WeGo system and great balance between complexity and playability. The games can be found at abondonware sites these days, but it might be tough getting them to run on a modern Operating System. Somebody needs to put together a small team to make a very similar game (sound of crickets chirping from Battlefront's direction). They were really fun. It seems like most of the hex-based games these days suffer from horrible user interface, bad graphics, and extreme complexity. There's a few publishers out there who are still trying to sell this same old garbage at outrageous prices too. Unity of Command is pretty good in fixing most of that, but it is just a little too simplistic. I guess I'm just an unhappy wargamer... but isn't that our natural state?
  19. Really great mod and really improves the interface. I have always especially liked the full color weapons instead of the funky green silhouettes. One question though. For the German sidearm, why do you use an image of the Luger P08 instead of the Walther P38, since the tool tip even says P38? Just curious.
  20. As far as AMD goes, I couldn't really say what exact options to change in the settings, but you would want to look for something that would limit max frame rates to 30 (or whatever magic number you decide). However, the higher the number the more your frame rates will fluctuate, and this is what seems to cause the noticeable stutters. When you are looking at just a small part of the map with not much on it, you might have frame rates of around 50 or 60, when you rotate around to that big forest, and it suddenly drops to 28, the difference is substantial, and it appears to stutter. When it drops from 30 to 28, you don't even notice. I'll let the technical experts jump in for a better explanation.
  21. Once again I've learned the lesson that faster and more isn't always better. This is something everyone else likely already knows, but anyway... One thing that always bugged me about the performance of Combat Mission was the way it would often stutter a little when rotating around the map. I've got a pretty powerful system with a good graphics card (Intel i7 overclocked to 4.2Ghz with a GTX 770), but there were still huge fluctuations in frame rate and it was these fluctuations when navigating around the map that actually caused the stuttering. I've never really cared about getting super high frame rates, but I was always fiddling with the settings to try and get rid of the stutters and screen tearing. Problem solved. In the Nvidia control panel, you can set the Vertical Sync option to "Adaptive - with the refresh rate halved". I set my monitor to 60 Hz and get a solid 30 frames per second regardless of what's going one. If it does occasionally drop, it goes down to 27-29 fps, so it's not at all noticeable and then jumps right back up to 30. Combat Mission doesn't need more than 30fps anyway to look buttery smooth, so I couldn't be happier.
  22. I couldn't agree more changing the way they do version numbers. Right now it's bit of a mess, and that mess is only going to get worse as additional games are released. At release, Red Thunder should be version 3.0. Then Italy and Normandy should both be upgraded to 3.x. If the various games have slightly different version numbers at some point to reflect minor updates that are theatre specific or hotfixes, that's fine, but it would then be very clear at least what engine it's running on. It would be very helpful for newcomers as well. For example it might be Red Thunder 3.1, Fortress Italy 3.11 and Normandy 3.13 at some point, but it's far less confusing that what we have now.
  23. Now that red thunder is coming out with v3 and some new features, I got to wondering a couple things about camera controls and targeting commands. Camera controls. With the new version that's coming out, combat mission is going to offer different types of camera controls. That's good I suppose in that it offers more choice for different people with different preferences, but I think Combat Mission already has the most intuitive camera controls of nearly any game I've ever played... Hold left button down to move around the map, hold right button down to pan the camera in any direction. You can move the camera as fast or slow as you want, it's incredibly precise, and I miss it desperately every time I play some other strategy game like the total war series. The camera controls just seem incredibly simple to me, but then the other day my brother came over and we played a bit of combat mission. He and I have played for years, but we've always lived pretty far away from each other. Well, I was shocked watching him bumble around screen, a little too far to the left... oh back to right, back left again scrolling the mouse this way and that on the screen edges. It was painful to watch. Are people just not aware of the whole left mouse button, right mouse button camera controls? He certainly didn't know about it (not that he would ever actually pick up a manual and read it). The other thing that got me thinking are the changes to target briefly. I think it's a great idea and a welcome change, but it got me thinking about the targeting commands in general. I find myself almost never giving targeting orders. I nearly always let my guys choose their own targets and they prioritize quite well. Do most people micromanage targeting or do you just let your guys fire at Will? - you know the tall guy with glasses... (sorry I can't let an opportunity for a bad pun go by).
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