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About Bozowans

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  1. I get CTDs in all of the CMx2 games. They will all run fine but then CTD after an hour or two. It seems to have something to do with the shaders. If I turn the shaders off it works fine. Have you tried that? It's annoying but not a huge deal because the shaders look really awful on my computer anyway. Still, the CTDs happen even with the latest patches.
  2. I don't know about Barbarossa but it would be cool if they skipped 1943 and went straight to 1942 instead; where the panzers were still grey and it was right at the height of the war with huge battles like Kharkov leading into the push to Stalingrad. They could make a whole game about Stalingrad and it would be cool. I would imagine that "Combat Mission: Stalingrad" would sell a lot more copies than Barbarossa as well.
  3. I'm playing the 5th mission in the Russian campaign now as well. I seem to have gotten an absurdly lucky hit just now by destroying an Abrams with a single volley of 203mm shells. I wasn't even aiming at the tank either; I was aiming at the building in front of it. I was trying to destroy the buildings around the tank to open up more sight lines to it. The second shell in the very first volley of the fire mission just happened to overshoot the building and land directly on top of the rear deck of the tank. I couldn't see the tank at the time but I could hear that penetration sound effect. Once the dust cleared a few minutes later I saw it: So they can certainly be killed I guess. There are more tanks though and I'm sure that they will not go down nearly as easily as this one did.
  4. Yeah I agree with this 100%. I played some CM1 scenarios not that long ago and it was interesting to see how different it was. It's not just the fortifications either. Troops in moderate or light cover like trees and bushes can be very resilient against even direct HE fire from tanks. In CM2 by comparison, it's not that uncommon to see entire bunched-up squads get vaporized by a single tank shell. CM2 is just much deadlier all across the board, while CM1 is so abstracted that you get casualties very slowly building up over a long period of time. I've felt for a long time that the CM2 engine works better in the modern war setting than it does for WW2. The CM2 engine did start with Shock Force after all. The extreme deadliness of the weapons, the higher degree of control you have over your troops, the high casualties and even the higher numbers of KIA compared to WIA all fit with the modern setting better than WW2. Even that "infantry running away from artillery" behavior that everyone complained about until the recent patch was more appropriate for the modern setting. If there is artillery or HE fire hitting near my infantry in Black Sea, I would WANT them to run away ASAP because chances are they are gonna get turned into meat paste within the next couple of minutes regardless of whether they're in cover or not. Infantry squads are smaller and more spread out in the modern setting too so it makes more sense for them to move around. In the WW2 games though, it makes no sense for a huge line of dozens of infantry to immediately abandon a long trench line and run away just because some mortars start hitting.
  5. Very nice that these are on GOG now. I still have my old CDs for CMBO and CMBB but I seem to have lost CMAK. They don't cooperate on my computer now though. The game's clock doesn't work right and I can't rewind or fast forward the turns. If I even try to rewind the turn, it breaks the game somehow. I wonder why that is. The movement animations for the infantry are messed up too. Other than that, the game runs OK. I can play through a whole scenario as long as I do it in real time and never touch the forward or back buttons. That means I have to play it zoomed way out the whole time and I can't really tell what's going on so the game really isn't very playable. CMBB also has an issue where the framerate is awful unless I alt-tab out of the game and then go back in. Then it runs fine. So many bizarre issues.
  6. Weird stuff like this happens in all the CM games to be honest. It seems to happen most often when units are very close to each other. When I was playing Black Sea one time, one of my Russian BMPs failed to spot an enemy Ukrainian BMP even though it was right out in the open, right in front of it at point blank range (like 50-60m away). The vehicles just sat there for quite a long time doing nothing until I eventually had to bring up an infantry squad in the next turn to blast the enemy BMP with a rocket. The infantry spotted it almost instantly. I remember taking a bunch of screenshots of the whole incident because I was like WTF. Then there will be other times where something will spot an enemy under seemingly impossible circumstances and then blow it up with a crazy trick shot from miles away through a huge forest and out the other side or whatever. These games can be unpredictable like that. I think the devs like it that way.
  7. The main single-player campaigns for Red Thunder have a lot of really huge battles and it can definitely be pretty overwhelming. It's better to play some of the smaller single scenarios first, but once you get to playing the campaigns, you might want to play the Russian one first. The German campaign follows a huge mechanized force and you have dozens of tanks and halftracks packed with troops to deal with. I found it pretty overwhelming to deal with such a huge number of vehicles plus every infantry squad having its own carrier. At least with the Russians, you have mostly infantry and can just move everyone forward in large groups. You don't even have to worry about casualties that much. You just drop down a giant artillery barrage and then start throwing waves of men at the enemy. Remember that you can double click on units to select their entire formation and move them all at once. So if you double click a company HQ, you will select the entire company and you can move everyone together with the same command. That can help quite a bit.
  8. I've seen friendly fire happen a lot in these games when it's at night or dawn/dusk. I've seen squads hose down multiple friendly vehicles like that so I don't think it's a bug. The tank commander really should've buttoned up though. There are rounds cracking just a few inches away from his head. It's not like he would know where they are coming from. In real life he would simply hear a loud CRACK CRACK CRACK CRACK right next to his head and he would instantly duck down out of reflex. I've always thought tank commanders are too slow to button up in these games. I've had guys get killed by friendly small arms fire as well. One time I had a guy crouching next to a hedgerow and he was hosed down by a long burst from a friendly tank at close range. It was at night, there was no other shooting going on anywhere on the map, and no enemies nearby for hundreds of meters. The tank just opened up on its own and killed him out of the blue. In retrospect it might have been a ricochet off the hedgerow berm that actually killed him since other people say that only ricochets can kill friendlies it seems. It was hard to tell though as he was killed almost instantly in a hail of bullets. I suppose it's possible that one of the first bullets passed through him harmlessly, hit the berm, then immediately jumped back and killed him within a split second.
  9. And then Notre Dame burns up... coincidence?
  10. Yeah they don't explode when hit in real life. It's like shooting a metal tank full of water. It just punches a hole in the tank and the fuel starts leaking out. They don't explode in the game either. I saw a WW2 flamethrower demonstration in person once. They are also much more silent than you might think. There is no big WHOOOSH sound like you hear in movies. At least not with the small backpack flamethrowers. Flamethrower duty would still be very dangerous though because you have to get very close to the enemy. It's very hard to use them in CM for that reason. My flamethrower guys either get killed before they get close enough, or the enemy gets killed by other means before they get close enough. So they're useless either way. Even if they don't explode, it would still be really awful to have to carry one in a real war. You can run with them but they're very heavy and awkward to carry and you probably won't be able to react or take cover as quickly. If by some chance you manage to get close enough to use it, then your exact location is instantly broadcast to everyone around you for a mile in every direction, like a giant beacon that says SHOOT ME.
  11. I don't think I would want to see this coming down the street
  12. Okay that's interesting! Thanks for doing that test. Kinda makes me want to get into scenario design. I've played the CM games for a long time but never made any maps or scenarios for it. I still haven't played most of the CMSF scenarios, but most of the ones I've seen give loads of points for destroying enemy units and for occupying objectives. If there are preserve objectives, I haven't seen any yet that are worth so much that they can cancel out an entire Red force surrender and all other objectives. It would be very interesting to see a scenario that the Blue force can still lose even if they wipe out the entire Red force.
  13. So is it possible to lose a scenario even if you force the enemy to surrender completely, just by blowing up too many buildings? I thought that if one side surrendered, they automatically forfeit all objectives. Even if I take massive losses, I've still always gotten Total Victories if I've forced the AI to surrender. In a more evenly-matched battle of course (or if the timer runs out), losing points from collateral damage might be enough to tip the scale away from you, so it's good to be careful. Like you said though, it's hard to balance things in CMSF. It's usually not even a question of whether the Blue force loses or not. It's just a matter of how many losses the Blue force takes before wiping the Red force out completely and forcing a surrender.
  14. Does collateral damage even matter all that much? If you destroy so much of the enemy that it forces them to surrender completely, you still get a Total Victory even if you destroyed some of the buildings you weren't supposed to, right? At least that's what happened in the most recent scenario I played. I wasn't supposed to blow up the civilian houses on that map, yet I blew up some of them anyway, and I still got a Total Victory just by wiping out the enemy and forcing a surrender. The points I lost from blowing up buildings didn't really make much difference. That's my rule when playing these games. When in doubt, blow everything up.
  15. Here's a lucky shot. I was just playing the U.S. Army, trying to be extra careful, advancing very slowly and cautiously, using dead ground to move troops forward and hull down positions for every vehicle and then everything went horribly wrong. I parked an M1 tank in a hull down position along the side of a road when a Kornet opened fire on it. Here's the view from the ATGM position at maximum zoom: The missile missed the tank, flying right over the top of it. It continued to fly for another 40 meters through the woods behind it until it just so happened to slam into a tree RIGHT in the middle of an infantry squad moving through the woods. The infantry were in dead ground behind that road embankment and were not even visible from the ATGM position, and I thought they would be safe moving through the woods. The missile miraculously flew past several other trees just so it could hit the one right in the center of the squad. One man was killed, another incapacitated, and every other member of the squad was wounded except for two. The next turn I tried to pull the tank back and hide it behind some trees, but part of its turret was still visible and it was knocked out from the front by a second missile. I guess you really don't wanna mess around with those Kornets.
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