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Posts
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Posts posted by ncc1701e
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2 hours ago, Freyberg said:
I would enjoy early War for historical reasons, but it's the late War where you have the most fun playing Allies on the attack.
On the contrary, the Allies had good tanks like Somua S-35 or Matilda in May 1940. The problem was the lack of radios in each tank unlike the Germans. Tactically, Allies have a good chance of success. It reminds me of a historical CMBB scenario where one KV-1 tank was blocking a whole German column. Funny.
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On 8/14/2019 at 8:43 PM, Erwin said:
At the current rate of releases that would take another 5 years minimum, and it's hard to imagine playing a 17+ year old CM2 game system when the game tech will have moved on so much by then.
In fact what scared me most recently was the OpenGL strategy. But its end of life is not yet scheduled. And I am less worried about Vulkan now.
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5 hours ago, sburke said:
Well considering what they have done with CMSF2 you have some working parts.
Yes, the first pieces are there. Who knows? Maybe one day? If BF decides to give it a go, ping me, I have lot of TO&E sources for German / British / French / Dutch / Belgium of May / June 1940.
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On 8/6/2019 at 10:29 PM, Sgt.Squarehead said:
But now we have to nag you to expand it some more.
Apparently wars in the middle east (& wider region) can go on rather longer than initially predicted.
+1. May I lobby for some Frenchies in CMSF2? Or, if the family is definitely over, consider them for CMSF3.
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50 minutes ago, Kevin2k said:
As to Kursk. My thought after reading about it was; Attack anywhere, but for gods sake not there.
Or stay on the defensive.
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Understood, thanks for the tip anyway
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On 8/12/2019 at 11:22 PM, Sgt.Squarehead said:
You can sort of simulate that with on-map spawning & exit zones (I tend to do this in conjunction with manhole flavour objects, fake railway tunnels etc.), assuming you have the reinforcement slots/terrain objectives to spare.....Smaller tends to be better for MOUT maps as is IMHO.
The thing is I would like the guys to enter the tunnel to be the same at the end of it, keeping them untouched (same ammo level, casualties). Your method works but, here, this is a new team. And, how do you insure the guys are actually leaving before entering the new ones?
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7 hours ago, Sgt.Squarehead said:
For me it was more about smiting early war Germans with KVs!
Agree but would also like to see Germans against Char B-1bis in May 40.
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6 hours ago, Zveroboy1 said:
Could someone please link me to the 2.02 patch notes or paste the changes here?
Posted in page 3 of this thread. v2.02 Patch Notes:
Bug fixes:
-Fixed bug where Quick Battle play by email batles crash when Human unit purchasing is used.
-Fixed bug where infantry under fire seek cover in the direction of the fire
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On 7/27/2019 at 12:53 AM, sburke said:
Little more detailed, they were actually building a wall for a couple objectives. Force the Sadr movement out of mortar range of the green zone as well as shutting off access to the Jamilla market which was a major source of income with protection and black market rackets. Most photos show typical construction cranes
https://mwi.usma.edu/stealing-enemys-urban-advantage-battle-sadr-city/
@sburke interesting article, thank you
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And to simulate modern urban combat in CMSF2, I wonder if it would not be necessary to reintroduce the possibility of creating tunnels.
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May I recommend those two threads:
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Hello and welcome to the forum.
I assume you are speaking of a Quick Battle. What was the name of the selected map?
I think that the problem may come from it is lacking an AI plan for the Russians.
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Your understanding is correct. Could you perhaps post a screenshot with the order given to your transport and to your squad?
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6 hours ago, zmoney said:
So is this fixed in CMFI???? I know it still exists in CMBN.
Please see this thread.
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Instead of a hotfix, a 4.03 patch would be better may be coming with few other fixes.
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Thanks a lot
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I saw something different when converting my CMSF map to CMSF2. The position of the newly added flavor objects are moving slightly when I reloaded the map right after. But after, they were stable. Seems the engine do some little adaptation on its own.
But, I have never seen a change of flavor objects. I am running CMSF2 vanilla.
Is it not all the addition of new flavor objects with mods that could also cause the problem ?
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In fact, I do not need CM3. I will be more than happy with just few enhancements :
1. Ability to split squads inside vehicule to dismount only the needed team.
2. Ability to keep damage on a map like the old Operation of CM1 (a modern urban battle could be splitted In several scenario on the same map)
3. In the editor, increase the number of AI groups - 32 instead of 16 (to allow more flexibility)
4. In the editor, increase the number of Terrain objectives - 30 instead of 15 (to add more AI triggers)
5. In the editor, allow Setup of AI group to be linked to an AI trigger (to add an AI group on the map depending on the location of the other side not only of a time period)
6. In the editor, allow more control of AI indirect fire missions (duration, smoke or normal rounds, initiated by AI triggers)
7. Add more default flavor objects
But, if one would like a wish for CM3, introduce machine learning for AI so that it can learn battle after battle the best way to defeat you (both for StratAI and TacAI).
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21 minutes ago, sburke said:
Seriously Steve, you have nothing better to do? I may have to call your wife and suggest some yard work, house fixtures or just about freakin anything rather than this. Hell get that Marine icon added back into the CMSF UI, there ya go. Do that or I'll sick @Mord on you about the spies issue in CMSF 2.
Oh yes, the spy portrait issue please.
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3 hours ago, Aquila-CM said:
and Dangerous Waters for (anti-)submarine warfare
I have spent hours on this game, only good memories.
In development, there is also Steel Tigers, that is normally the sequel of Steel Panthers. But, there is not much information about it.
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From the article:
In Syria, militants don't bother with planning strategic offensives and drawing arrows on operational maps, but rather adhere to the mobile tactics of guerilla warfare – guessing the strength of government positions, rushing in on high-speed jihad-mobiles, making precise strikes and quickly disappearing.
That's their problem imo. Without any coherence at the strategic level, not surprising that they lose.
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Interesting study of the current OOB of the Syrian army:
https://www.mei.edu/publications/lion-and-eagle-syrian-arab-armys-destruction-and-rebirth
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