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Showing content with the highest reputation on 12/20/2018 in all areas

  1. Moderators, this is a general WWII interest piece. If it is not allowed, by all means let me know. With CM being as much of a simulation it is, many players and scenario designers probably have an interest in the nuts and bolts of the tactics, technology, and equipment in use during WWII. It took a long time for me to grasp the different ways in which combat units, especially infantry, communicated. Although there is a wealth of info the basics are lost in the pile of highly technical. I wrote up a bit of a primer for the US Army infantry commo tech and methods here: htt
    6 points
  2. It might be nice if the Hunt command could be revised in such a way that instead of dumping remaining orders, it would insert a pause as soon as it spots a target, but then continues as soon as the target is neutralized. In practice that might not make a whole lot of difference on most occasions, but in some it might. Michael
    2 points
  3. But don't use "Hunt" for moving into position, even though it may seem like the right command (and it did to me at first). Once they spot something they'll stop and dump all their remaining orders, including the pause and the movement command to get out of there after the pause!
    2 points
  4. Mord

    A question about cover

    Yep. By creative use of the pause command and stacking orders. Ex: You run your guys up to the crest of a hill, select the end waypoint, issue a pause (in 5 sec increments), issue an area target briefly to where you want them to fire or don't issue any target commands and let them choose when they get there. Draw another way point back the way you came or at least out of enemy LOS/LOF. So it plays out like this: team runs to hill top, stops for 10 seconds, shoots at targets of opportunity, retreats/repositions itself. Mord.
    2 points
  5. I believe you talking about two different things, each of which is already present in the game. The entire enemy force will surrender when a certain set of conditions has been met. I am not sure exactly what the level is but lets go with 45%. If we assume the enemy has 100 men, once 45 of them have been KIA or WIA, the battle is over, the enemy surrenders to your awesome playing skills. It doesn't matter if they are green or elite, low or fanatic motivation, once 45% are casualties, the battle is over. The morale ballast is used for the situations where you want those 100 men to fight to the
    2 points
  6. Yes … but … no. The AI will auto surrender at something around the 40% remaining mark which many players find irritating (search 'time limit' or similar for threads ad nauseum about it). In scenarios with UNCONs, it is not realistic to pack the map with heaps of units so to have the thing look realistic but prevent an early auto surrender, designers use reinforcements on the UNCON (in this case) side which have a scheduled arrival time after the mission ends. As these 'reinforcements' do not arrive and cannot be killed the on-map forces can take quite a pasting before auto surrender is tr
    2 points
  7. There seem to be a few tutorials doing the rounds of late … so you’re going to get another one – on planning. So if you’re somebody who wondered how it is done, or are somebody who casts a rudimentary eye over the ground, skims through the orders and then just launches across the line of departure with the view to developing a plan on the hoof and wants to change this – then this is the thread for you. The vehicle for the tutorial is SeinfeldRules Assault Position Mission. The associated thread is here: http://community.battlefront.com/topic/119212-seinfeldrules-scenario-thread/page-1
    1 point
  8. Mord

    Reshade 4.0.2 Primer

    Ok I spent a significant amount of time messing with reshade last night and decided to make a (took forever!) quick little primer for people who haven't tried it yet, or for people who (like me) tried it and just had too many problems getting it to work. I solved that! First off you'll want to head over to Reshade.me and dl the new 4.0.2 Reshade. Now, go to where you dled it. You can uninstall Reshade by redoing the exact same procedure. This time when you click your CM exe it will remove Reshade. No muss no fuss. Ok. Now comes the part
    1 point
  9. Good evening, I had a thread about a QB map that has since evolved into a scenario. So I decided to make a new thread. Scenario time is 45 minutes, blue vs AI only. Link below. This has been a good learning experience so far and if anyone would like to playtest and give any feedback on my AI plans, force size/structure, or the map itself, I would really appreciate it. http://www.thefewgoodmen.com/tpg2/cm-black-sea/battle-of-concord/ Thanks, Chris
    1 point
  10. Mord

    So I had a hunch...

    The other day I uploaded my old "Allah's Army" sound mod for SF & SF2. It's been long locked away in the Repos, so I figured I'd give new people access to it on CMMODs. Well, in the readme I wrote this: "This my old SF1 mod of insurgent fighters screaming Allahu Akbars and other phrases. They are edited and numbered so to be heard throughout various situations and orders. As SF1 and 2 do not have Syrian voice files for vehicle hits (like the other titles) I had to make due. There should be enough sprinkled among the voice files to increase the ambience and add some flavor to your experienc
    1 point
  11. OK, not gonna lie, I want this...for CMBS, or CMSF2...OR GASP...BOTH...in order to have some really excellent Blue on Blue...like the ol' Twilight 2000 campaign someone made for CMSF1. You could have a whole campaign on this map.... Great work.... There's a Wal-Mart building there somewhere right? 😎
    1 point
  12. Awesome! I’m glad it’s been found useful. Starting out trying to learn WWII on a deeper level had me tripped up a more than a few times over the basics. Figured I’d share what I’ve found and learned.
    1 point
  13. Abu Hajar is one of the, rather clumsy, IS fighters portrayed in the video. There have been quite some good parodies about Abu Hajar 😂
    1 point
  14. I had forgotten to say it ... beautiful photo
    1 point
  15. Very well put. Also good for Last Stand type fights. I've a Urban map in my head for Human v fanatical AI. Only possible with that ballast. @Sgt.SquareheadI haven't had the pleasure of your Mosul map but I assume you're using this approach to maximise the AIs "tenacity".
    1 point
  16. MOS:96B2P

    IED Minefields

    I think I may have discovered why some minefields have become more difficult to spot. In CMSF, in addition to AT, AP and mixed minefield, there is the IED minefield. The IED minefield has nothing to do with the wire, cell & radio IEDs. It seems to be single AT mine. I think it is hard to detect because it contains only one AT mine. Since it only has one AT mine there is also less of a chance a vehicle will hit it while crossing. (I moved infantry at Fast across the minefield many times with no detonations so I believe it is an AT mine. Also it goes to neutralized after one detonation
    1 point
  17. Sreenshot / video or it didn't happen ........... Might even be a good topic for a thread, Longest CM sniper kills.
    1 point
  18. Nice shot. Might be a CM record..........
    1 point
  19. billy_sp

    Reshade 4.0.2 Primer

    No worries, Mord and thanks for the heads up over naming UIMask- for me it saved initially from this site with some kind of web address nonsense, but I didn.t make that clear. The light line above the gui is due to a tiny slice of Alpha Channel in the BFC original, there will probably be a workaround but have yet to get to it. Would be very grateful if you kept sharing your ReShade experiences and settings- have messed about it for a long time but never got anything that looked as good as your screenshots! Cheers
    1 point
  20. When the Americans invaded Syria, little did they realize that Bashar "The Lion" al-Assad had been developing super-weapons in secret for many years. A true WMD, this mega-missile was unleashed upon the invaders as they crossed the border. The missile's debut launch was directed right at this dude's face:
    1 point
  21. Aragorn2002

    Tall hedge for CMRT

    I assume you don't mean that too literally and we are already beyond the planning stage. Would love to hear some more details about the module.
    1 point
  22. The flickering/lighting is to be expected to some extent given the free moving camera we enjoy. The only time it's really an issue for me is when I'm trying to pose a screenshot. Otherwise, I simply shift the camera position over a little. My two pet AMD peeves are: 1) hit decals only show with shaders ON (white dots/holes when OFF) and; 2) depth buffer access is broken which precludes the use of certain interesting shaders under ReShade. I suspect, given the resources available, the effort is concentrated in at least ensuring in-game shaders render properly with Nvidia rather than AMD wh
    1 point
  23. IICptMillerII

    IED Minefields

    This program works for unpacking the Task Force Thunder and Semper Fi Syria campaigns. It will not work with the other campaigns because they are not on the v3 or v4 standard. However when the other campaigns are brought up to date for SF2, this program will be able to unpack them then. https://cmmodsiii.greenasjade.net/?p=5186
    1 point
  24. mjkerner

    Tall hedge for CMRT

    Yeah, I have to agree with that, Mord, lol!
    1 point
  25. Wow thanks Badger....that was exactly the problem and it is now fixed. Cheers!
    1 point
  26. You need to have an idea of where you're going with it all for starters. Something like: F*ck it, this is just a bit of blowing stuff up fun campaign. Contemporary/historical/semi-historical. Plausible scenario. From what you've posted, your ideas sit in either 2 or 3. This being the case, you have to target the bits of the narrative that add credibility. Units of the US Sixth Fleet, which USMC units rotate through the Mediterranean, which bases do US fixed wing have access to? For the purposes of the overall campaign narrative you don't really need to stretch much furthe
    1 point
  27. MikeyD

    'ATGM Ambush' Experiences?

    Bradley tends to survive HEAT hits to the sides better than frontal hits. That makes a difference in this particular scenario. Its the difference between an immobilized vehicle still able to lay fire down on the suspected attacker and a burning vehicle that occasionally cooks off stowed rounds, suppressing the infantry around it.
    1 point
  28. FWIW, I made my peace with CM's massively ahistorical casualty levels by presuming many casualties are not in fact hit, but rather gone to ground and unavailable for further orders in game terms. In the same way, I mentally reconcile CM and historical timetables by presuming 'lulls' in the action during which neither side is doing very much beyond skulking around, observing and medevacing. Not every minute is an on the clock mad minute. I don't know if that helps anyone else. Perhaps it's my hex wargaming background that lets me comfortably apply these filters and not take the visua
    1 point
  29. Died just to give me a splash screen... Did you find the penetration? Mord.
    1 point
  30. In July 2018 Steve posted something about game engines which I'm paraphrasing below: Eventually we will have a new game engine. Obviously it will be written with contemporary technology in mind and won't be OpenGL as we view it as a dead end. It will also benefit from 20 years of experience with how best to simulate tactical warfare on a computer. It's only a matter of when, not if.
    1 point
  31. tpr

    Reshade 4.0.2 Primer

    Spinning can be stopped by simply setting "input processing" to "pass on all input". Yes everything what you do is also done in game but still makes things less nauseous and way easier so check your effect results. Also when ending up in menu with enabled reshade and getting the flower power visuals simply deactivate it now with your hotkey and locate any ingame Combat Mission menu button with your cursor and click it. Your screen will become normal again, no biggie.
    1 point
  32. umlaut

    Marking Mines?

    I´d like to clear up a thing about spotting mines. I did some testing in CMBN a couple of weeks ago. I'm not sure if there are any differences regarding the game mechanics of mine behaviour between SF and BN. But what I learned was this: Some people in the forums have said that engineers will detect mines if sitting long enough in the action spot next to the mines. This is not so: My test engineers did not spot a single mine in an adjacent action square - no matter how long I let them stay there and no matter how experienced they where. They only spotted the mines once they moved into
    1 point
  33. 1. French DLC gets my vote. For whatever it's worth. 2. UNFUK also gets my vote. Because somewhere, someone will do it.
    1 point
  34. I would like to see Canada before UK, because Canada is acutally there now. So it would make more sense. French army and UK would be great as well. But most desired are (from my point of view): Poland, Canada, France.
    1 point
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