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Semper Fi Campaign glitch

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Platoons that include the HQ in the first squad have a unique UI because the team list view (below) doesn't have enough space for the team / formation list that normal HQ units have. For those units you will see a little HQ symbol in the lower right of the team list view. Click on that to switch HQ views.
20190422074007-903040a4.png

 

Once you click on the HQ above your view now looks like below. The second and third (if there is one) team are no longer shown and you can see the HQ UI. Clicking on the HQ in the upper right will switch back to the squad view above.
20190422074005-d5fa12e8.png

 

Your screen shot shows the HQ view but you don't have an HQ link - which is odd. Try clicking on that upper left corner of the HQ Flag icon pane where the HQ link shown in my screen shot would be on your game. Hopefully that will switch to squad view and you will see the casualty fee second team.

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7 hours ago, IanL said:

Platoons that include the HQ in the first squad have a unique UI because the team list view (below) doesn't have enough space for the team / formation list that normal HQ units have. For those units you will see a little HQ symbol in the lower right of the team list view. Click on that to switch HQ views.
Once you click on the HQ above your view now looks like below. The second and third (if there is one) team are no longer shown and you can see the HQ UI. Clicking on the HQ in the upper right will switch back to the squad view above.
Your screen shot shows the HQ view but you don't have an HQ link - which is odd. Try clicking on that upper left corner of the HQ Flag icon pane where the HQ link shown in my screen shot would be on your game. Hopefully that will switch to squad view and you will see the casualty fee second team.

Ah, with that HQ button things start to make sense. Thanks for explaining that.

It seems that in Quick Battles - after action map review this button is never visible for large ENEMY HQ teams. Clicking on the area where the button is supposed to be has no effect. The HQ button does show up when the HQ team is on the player's side, and works fine there.

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This evening I wanted to do a quick battle with the US Marines. Force selection set to "mix", automatic.

3 out of 4 times the computer automatic force selection decided to spend most of its points on  Assault Amphibious Vehicles (AAV). So I looked at these and was thinking: These AAVs have Javelins in their stores, so that gives me a chance against the usual Syrian tank rush (mix force automatic). But pretty much every AAV comes without  infantry team, just a small crew. So I was even micromanaging to the point of bailing them out and trying to turn them into a Javelin team. Well... it turned bad pretty quickly.

As it is, I suspect  the automatic Marines Mix force is glitched and better avoided for the player or AI force.

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The above Marine AAV force selection problem seems to still occur in v2.02.Which is what I expected, but one can hope...

I noticed another small glitch in Black Sea this time, but I will just put it here with the other posts I made:

"Open (1792x816) 244" map being a forest instead, see the 2-part screenshot below:

BlackSea-Open-Forest.jpg.b1dc73342fcce43dbf2bb9d8ac08f0d8.jpg

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Posted (edited)
On 6/3/2019 at 5:20 PM, Kevin2k said:

This evening I wanted to do a quick battle with the US Marines. Force selection set to "mix", automatic.

3 out of 4 times the computer automatic force selection decided to spend most of its points on  Assault Amphibious Vehicles (AAV). So I looked at these and was thinking: These AAVs have Javelins in their stores, so that gives me a chance against the usual Syrian tank rush (mix force automatic). But pretty much every AAV comes without  infantry team, just a small crew. So I was even micromanaging to the point of bailing them out and trying to turn them into a Javelin team. Well... it turned bad pretty quickly.

As it is, I suspect  the automatic Marines Mix force is glitched and better avoided for the player or AI force.

Not quite sure what you are saying here. Is it that the AI isn’t “smart” enough to pick a reasonably appropriate mix of troops and vehicles? What are your force selection criteria? Are they Infantry, or mechanized, or armor, etc? If I’m not mistaken, even after the AI selects it’s forces, you can go in and edit them. In the case of Marine javelins, unlike the squad level Army teams, anti-tank teams are at, I believe (it’s more than 40 years since I was in the USMC, and before javelins were even invented), at a Battalion level, and are usually assigned as reinforcing teams to a Company or platoon, so you must select the teams separately and add them to the lower level formation. Also, if you select a transportation unit, you will get only the vehicles and crew, not infantry. That’s true of all the CM families.

I also seem to remember a QB selection of “Suggest” or something like that that definitely allows you to edit the force selection.

Edited by Vet 0369

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Posted (edited)
26 minutes ago, Vet 0369 said:

Not quite sure what you are saying here. Is it that the AI isn’t “smart” enough to pick a reasonably appropriate mix of troops and vehicles? 

In case of the Marines, with a "Mix" Force: Usually Yes.

(Edit: "Mix" is an actual setting in the setup screen. I actually had a discussion years ago, with Steve, about what Mix seemed to do at the time of the v3.0 games, and what I think it should be doing. I am happy to say that Since the v4.0 Upgrades "Mix" usually gives a mix of Armor and Infantry, and that is great)

It is not "reasonably appropriate", since all these AAVs without their infantry don't stand a chance. I did not see such extremely unpractical force selection with the other factions: US, British, German, Canadian, Dutch , Syrian.

Adjusting the Force manually is of course an option, and I recommend that for the USMC in particular. Still 1) Some randomness gives a nice variety  2) I don't want to know beforehand what force the opposing side (AI) will get.

Edited by Kevin2k

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6 minutes ago, Kevin2k said:

In case of the Marines, with a "Mix" Force: Usually Yes.

It is not "reasonably appropriate", since all these AAVs without their infantry don't stand a chance. I did not see such extremely unpractical force selection with the other factions: US, British, German, Canadian, Dutch , Syrian.

Adjusting the Force manually is of course an option, and I recommend that for the USMC in particular. Still 1) Some randomness gives a nice variety  2) I don't want to know beforehand what force the opposing side (AI) will get.

Thank you. I haven’t tried a Marine QB yet. I feel from automatic selection in QB’s in other families, that one usually has to “tweak” the selection to avoid the situation you stated. However, you can do an automatic selection for your Red Force, and not see it’s composition.

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2 minutes ago, Vet 0369 said:

Thank you. I haven’t tried a Marine QB yet. I feel from automatic selection in QB’s in other families, that one usually has to “tweak” the selection to avoid the situation you stated. However, you can do an automatic selection for your Red Force, and not see it’s composition.

Yeah, also consider that one may want to play as Syrians (Player) against USMC (AI). At least, I do sometimes.

Whenever I start tweaking my force I always end up using my favorite force composition anyways, which gets a bit old.

I added some more info at  "Edit:" in my previous post.

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Posted (edited)
On 12/13/2018 at 10:36 PM, Vet 0369 said:

Steve, Semper Fi campaign; Recon Scout/Snipers, the Asst Ldrs are equipped with M-302s that weren't in the inventory in 2008. I haven't been able to check the rest of the Scout/Snipers in the other Semper Fi missions, because I'm still in the first mission.

Steve Et Al, good job on changing in the Marine infantry to M203s in v202. Unfortunately, the Marine Recon Scout teams in the Semper Fi Syria still have M320 grenade launchers. As I pointed out last December, the M320 wasn’t part of any Marine TO&E in 2008.

Edited by Vet 0369

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