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  1. Yes, I know this and a whole bunch of other tricks. And have done this very often. The problems is, even this is no guarantee that it works. Most of the time yes. But not every time. Just a few days back it striked me again in CMRT. Wether loading the map in the editor first and then load the QB save game (yes, this works some times) or reversing the setup-zones in the editor, or multiple loadings of the game. Nothing helped. Ah, not quite correct. Loading the file on a PC-System instead on my MAC helped. Sad, I dont own a PC myself.... But, it is as it is. BTW: This is my only real complaint otherwise I am more than satisfied with the games and BF. And the helpdesk really offers what they promise. Help. Keep up the good work and maybe someday someone spots the damn bug causing the reversed setup zones.
  2. This is most likely a persistent problem. The problem is now knwon since a few years and nothing has changed yet. I also have constantly this problem and it really is very annoying. But no change to that in a foreseeable future if you ask me as the problem is years old...
  3. My advice. Head out for some of the CM clubs out there. There are planty of folks playing and wanting to play operational level games. We at the Few Good Men (http://www.thefewgoodmen.com/thefgmforum/forums) have quite a few live operational games going on and the replacement lists are always full. So, there is definitely no shortage of willing players.
  4. I appreciate your fast and helpfull replies. At least I now know for sure the update didn`t worked for me. Simply can`t get it to activate. Helpdesk ticket now created.
  5. I have multiple problems with activation the 3.11 upgrade on Mac. To verify if my update to version 3.11 is correct could someone please write me what actually has to be displayed in the main screen of the game? Right now it states v2.20 Game Engine 3. Is this correct? What is displayed on your main screen after the update to 3.11? Thanks in advance for any replies....
  6. There are also versions for CMBN (including all modules) and CMFI available there. Just go to the right section of the site.
  7. Not exactly what you are looking for but this mod should help you overcome the loss of the penetration tables. The UI mod provides some options to view armor effectiveness and ammunition penetration charts on a glance! http://cmmods.greenasjade.net/mods/5311/details
  8. Have you added Japanese as a second (or third....) keyboard language? I experimented a bit with another tool by the author and errors occured as long a japanese keyboard was missing. This is needed to execute the uws files AFAIK....
  9. @ChrisND: First of all thanks for the great demonstration! Appreciate it having a look at the next installment of CM. And a short question. During your play of the QB map I noticed you talked about having all graphic settings to max and draw distance to improved. Is this a new ferature in the v3 engine? I just have the option to change "3d model quality" and "Texture quality". Am I missing something?
  10. I will do the turn this evening. Regarding the latest change of rules. I was completely satisfied with the reinforcements for a CM battle. This was the only way to achieve a 2:1 attacking ratio. Now basically fights will be 1:1, making it much harder for the attacker to drive the defenders of the map. So how does the attacker gets a much needed numerical superiority? By flanking on the operational layer you mean that if the enemy gets to the flank of a friendly hex he has for example the choice to start the attack from one hex with let me say 2 companies and with 1 company from another, the flanking hex?
  11. Ok, thanks for pointing this out. So, everything is fine :-)
  12. This one I don`t understand. If someone inflicts casualties during the movement phase (direct fire, defensive fire ect.) then the losses should be applied before the assault battles. If for example there is one enemy tank destroyed during the movement phase, this tank should not be able to take part in any assault battles fought in CM. Or am I missing something?
  13. If have one question regarding this. Shouldn't we a least set experience to regular? I know the reasoning behind it as units of both sides where actually units fresh to the battlefield. But I think these units at least are not drafted and volunteered and received quite a good training before deployment. So I guess even if they had no actual battlefield experience their good state of training should make them react better under combat situations than green troops perform in CM battles. I mean green troops literally get spooked by he slightest incoming fire and I don't think this really reflects the actual units involved. I would like to hear from someone playing the Allies and of course noob about my proposal.
  14. Roger that noob. I will do so. Latest tomorrow I will send the new file and hopefully adding a operstional AAR. Question: before any CM battles every side has to also change their OoBs according to the effects any indirect and direct fire of the movement phase, right? So if one side looses men or vehicles/guns they have to be removed... @ian.leslie: I agree with your basic plan. If you and others don't mind I will make the operational move with the general plan you proposed. But I guess a few details could be a little bit different. But it you wish we can discuss this in depth. It's up to you. First major difference would be to fire with all (including the 105mm) available artillery and mortar assets as we don't need them saved for a CM battle as turn 1 is over after our movement phase.
  15. What I wrote above is just kind of a hotfix. If you encounter this odd behaviour just do as I wrote above and you are able to play the map. But what triggers this behaviour I don`t know. Most of the times it works although the parameters are not altered. But in the case the "bug" occurs, then you know now how to get around it.
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