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

  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: https://battlelines.blog/2018/12/20/roger-that-army-communications-in-wwii/
    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 last man, no matter what. A good example would be a delaying force, left in place to slow the enemy down in a suicide mission. Without the morale ballast, they would quit the fight after losing 45 of the 100 men. Yet in this situation, the remaining 60 enemy troops could still cause a significant threat to your men. So a morale ballast of 1000 men is added to arrive on the 4 hour mark, ensuring those 100 men will fight to the very last man. The second part is the individual troops themselves. The can and do surrender if they are cut off from their parent unit, surrounded and facing overwhelming incoming fire. Here, experience and motivation play a significant role. Elite fanatics will fight to the last man, to the last bullet, to the last breath in their lungs. Poorly motivated conscripts on the other hand will surrender, throw down their weapons and raise their hands in the air, rather quickly if cut off and surrounded. Depending on the situation you wish to depict in your scenario, choosing the appropriate troop quality will play a very important part of the battle. What you are suggesting here is possible to setup using terrain triggers. Set the AI plans to have the enemy troops keep pulling back every time your men reach a certain area of the map. Once the last terrain trigger has been tripped and you wish the enemy force to withdraw, set an AI movement point for the exit zone. As more and more of your men leave the map, there will be a greater chance of individual units being cut off and surrendering. From a points perspective, the enemy force could be given a friendly casualties threshold. As the men retreat and exit the map, they will stay alive and earn points. If the player has points attached to how many casualties they cause, each man who exits will deny the player points. Again, the only way to prevent the mass surrender is to have the morale ballast, which will in turn allow for more opportunities for individuals to surrender. If you would like to see the following in action, shoot me a PM and I will set up a battle to show you how it works.
    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 triggered. There are many circumstances in which this trick can be used and whether the designer employs it or not will depend on what they are trying to achieve with the mission. One of the more obvious examples being a mission where Blue has victory conditions related to their own force preservation, minimising collateral damage, neutralising specific targets.
    2 points
  7. 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 a lot of us have had problems with. If you follow my instructions you'll be able to use Reshade with very little hassle. My pain is your gain. READ THROUGH THIS ONCE OR TWICE FIRST. 1b.) Start the CM game you installed reshade on. You'll see this (pic below). DO NOTHING. 2b.) Go to the editor (easiest to just do this in the editor). 3b.) Open a map and preview it. (You can open a scenario or QB or just a flat map. Not really important for this first part). Now this is the tricky part. Just pay attention to your old buddy Mord and I am gonna get this working for you! While you ARE IN THE EDITOR (AND EDITOR ONLY) hit the "Home" key. It will bring up a menu. Now, when you do this, for a lot of us the screen will rotate. If it does just pay attention to the menu box you see in the picture below. It will stay still. If it gets too much you can click "Home" again and it'll take you back to normal and you can get your bearings. I suggest skipping through the tutorial you see in the pic for now. 4b.) Ok see the set of tabs? Click the Settings tab. EDITED: Go to Settings: Input Processing. Set it to "Pass on all input". No more spinning! BIG THANKS to Captain Reyes! Now choose "Effect Toggle Key". Now choose a key on your keyboard that you would like to toggle the Reshade effects. Make sure it isn't something CM uses. I use Shift+F2. Ok press whatever key you are gonna use. That will be used to toggle your effects on and off, obviously, 5b.) Now I am gonna give you some effects to get you started. These will be a good base for you to experiment with without a lot of guess work right off the bat. Ok, click the first tab that says "Home" next to "Settings" in the menu (NOT the keyboard "Home"). Now find the following and check them. Tint [sepia] Emphasize FilmPass ColorMatrix GaussianBlur Colourfulness In this pic I chose all of the above and dragged them all to the top of the list so I always know where they are and I can experiment more easily. I highly suggest you do this to make it easy on you later. Ok, do you have them all? Now, click the "Home" key on your keyboard. Now, if you want to switch back and forth between Vanilla graphics and Reshade graphics you just hit the key you chose in part 4b.) HERE IS THE MOST IMPORTANT PART: Before you leave the editor make sure you toggle back to vanilla graphics. NEVER toggle Reshade graphics on outside of the editor, or outside of a battle. NEVER toggle the Reshade menu ("Home" key) outside of the editor or a battle. NOTE: If you screw up and do one of the above you'll have to find a way out of it. It won't damage your game or anything but it can take some trickery to get it back to normal. I've done it a bucnh of times now and am used to it. Don't panic if it happens! SEE CAPTAIN REYES'S POST BELOW. Sounds like a lot but it's really quite easy. Once you do it for one game it won't take you long to have them all running using Reshade. And trust me it REALLY is worth it. I didn't think it was but now that I figured out not to open the menu or toggle the effects outside of the editor/battle it's a whole new world. The screens speak for themselves! VANILLA BADASSERY! Anybody that has any problems just ask and I'll do my best to help. I want you guys to experience this! Mord.
    1 point
  8. 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
  9. 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 experience." Which meant that the mod was and had always been a compromise on what I was aiming for vs the reality of what the game would allow me to do. I bent it the best I could to fit my vision. So, anyway I'd noticed, that NO country had the vehicle hit voice files in SF. However, those files were in every game since BN, including SF II. I have a tendency to go in forty different directions when I am dicking with mods, so, I scribbled a quick note in my modding note pad, "Check and see if Syrian sounds were implemented". A few days went by and I decided to take up my note's challenge. So, I took all the US "hit" folders, copied them over and then renamed all the files to their Syrian counterparts (that way if they worked I'd hear American voices coming from Syrians and there'd be no mistakes). I created a bunch of silent vehicle files so I'd have a nice quiet map, and then set up a test. Below takes place after my tests. My hunch was that BF implemented the files for the US, Brits, and NATO (minus the Dutch) because these files have been in existence since CMBO. Not having any Arabic speakers on hand they just couldn't make anything new for the Syrians. I thought maybe the code was still there though, all it needed was something to point to. HOT DAMN. I WAS RIGHT!!! I am going to redo the Allah's Army mod for SF II shortly. As you can see from the vid, the mod FINALLY works in the way I'd originally intended. Almost ten years and my artistic vision comes to fruition! I am BEYOND STOKED! ALLAHU AKBAR!!!!! Mord.
    1 point
  10. 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
  11. 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
  12. 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
  13. I had forgotten to say it ... beautiful photo
    1 point
  14. 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
  15. 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 so just one mine.) I did some testing with regular engineers and it took an average of seven minutes for the engineers to detect the minefield. One team of engineers took 30 minutes and never detected the minefield when I stopped testing. I suspect the opening scenario of the Task Force Thunder campaign as these IED minefields at the opening in the berm. Since it is a campaign I can't look in the editor to check. This may explain the behavior about mines that so many players are commenting on.
    1 point
  16. Sreenshot / video or it didn't happen ........... Might even be a good topic for a thread, Longest CM sniper kills.
    1 point
  17. Nice shot. Might be a CM record..........
    1 point
  18. 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
  19. 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
  20. 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
  21. 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 when both/all isn't possible. Which, I find to be perfectly understandable given the relative market shares.
    1 point
  22. 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
  23. mjkerner

    Tall hedge for CMRT

    Yeah, I have to agree with that, Mord, lol!
    1 point
  24. Wow thanks Badger....that was exactly the problem and it is now fixed. Cheers!
    1 point
  25. 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 further than Wikipedia to be honest. Before you get wrapped up in the detail of units and things like that though, for your campaign vision you need to have some fairly worked up answers to the following: Who? What? When? Where? Why? How? Then think about whether all of this is achievable in the editor, or consider how to create it in the editor. I have to say though, if you're not prepared to make this (or at least the bulk of it) yourself as you indicated in your response to my previous post then I'll tell you now that it is pretty unlikely that anyone is going to go 'wow, great campaign idea I'll happily spend the next 6 months in the editor making it for you'. Mainly because the people who actually do this sort of mission and campaign making thing do not lack inspiration. To give you a feel for how hard it is, I intended to do two CMSF-1 campaigns. I'd done the research, made all of the maps, designed and play tested all of the missions as standalones. Despite all of this, I could not get the sum of the whole to work as a campaign. These were projects that I had a vested interest in because they were my ideas, my vision, my passion. I don't recall how many days, weeks, months that I spent on them but I plugged away because I really wanted to make these campaigns. The problem with both was that neither would work properly as a CMSF campaign that players would want to play. Am I disappointed - you bet I am for the two factors mentioned above, failing to bring my cherished projects to the wider community and the fact that I'll never get those hours spent in the editor back. You are of course welcome to bat campaign ideas and narratives around but you will almost certainly be wasting your time unless you are prepared to step into the editor.
    1 point
  26. 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
  27. 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 visual literalism of CM2 too, umm, literally. Those brought up on FPS might have their own.
    1 point
  28. Died just to give me a splash screen... Did you find the penetration? Mord.
    1 point
  29. 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
  30. 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
  31. 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 the actual action squares containing the mines.
    1 point
  32. 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
  33. 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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