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George MC

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Everything posted by George MC

  1. Spot on! Nice move And a decent result. Cheers for the AAR and video. Much appreciated thanks!
  2. Cool! Every day is a school day Yup modern wheeled vehicles. As I said I hadn’t tested them - as context of my very limited ‘test’ was WWII tanks on a snow covered dirt road. I take the point re speed on corners for wheeled vehicles. I don’t play CMPE and defo don’t really played wheeled vehicles. So I’ll put my hands up here. Just to recap the video was for novices to give them a simple way to create a convoy that did not jam up or at least reduced the possibility. I fully appreciate experienced players will fully leverage advantages such as speed on various road types in the game accepting additional complexity.
  3. I can't say I've noticed any difference in speed re vehicles turning corners related to how may movement points you've plotted. How many movement points you can plot on a bend does really depend on the underlaying action grid. Some corners you can easily places three points - one before the corner, one on the corner and one after the corner. Others less so. I've not done any serious testing as my impression over the years is the AI tends to smooth the turn out anyways. The key thing being keeping the vehicle on the actual road surface hence being precise where you place the movement point. If its a really tight turn the AI will automatically slow down as it negotiates the corner just as it does on bridges. Out of curiosity I ran a quick and dirty 'test' and I placed three way points on a 45 deg corner as best I could (see my comment above re action grids and placing movement points) and watched the vehicles ( 2 x T-70 on fast) and I noticed no difference in speeds or pathing with both vehicles negotiating a 45 degree bend. I run it a few times (okay not really a formal test just quick and dirty to double check what I thin happens with what happens). Like lighter wheeled vehicles might negotiate corners better (as tanks have to pivot turn). If there is any difference and there might be in terms of smoother pathing (maybe...) its really negligible IMO and arguably not worth the additional effort. I mean bends on CM roads come in three flavours - 90 deg, 45 deg and 60 deg. So maybe there is some advantage in 90 degree bends but again the AI will automatically slow down if hurtling along at 'fast' to negotiate the bend. I've uploaded my wee test file. Just open the scenario (its a save file) and watch the T-70s (both regular) negotiate the 45 deg corner. Like if you feel it makes a difference, then fair play - marginal gains and all that in competitive play - but for me there is no appreciable advantage as the AI in anycase and regardless of how may movement points placed at the corner will slow down to negotiate the corner, so I'll stick wi ma lazy boy way Mit Karacho 008.bts
  4. Nope. Not an all in one. You can check stuff out at https://www.thefewgoodmen.com/cm-mod-warehouse/ and see what you prefer though @37mmdid a grand job of curating an all in one that ticks a lot of boxes off the bat.
  5. For 90 degree bends agreed. For curving corners makes no odds - the TacAI adjusts speed accordingly. If moving a lot of units in a convoy doing this will take forever. My approach enables the player to moves lots of stuff with min. effort. Its also simple (like me!) so IMO works well for thsoe new to CM. There are LOTS of ways to achieve the desired endstate of a traffic jam free convoy. Usually for a convoy I'm less concerned re speed and more the unit makes it to where I want em to be without creating a clusterfcuk down the road... At heart I'm a lazy bugger As I tend to play larger actions I tend to less micromanaging and tend to go with stuff that reduces the overall work load and achieves the desired effect. The great thing is the game accommodates lots of different styles and every player evolves their own style to managing the admin associated with making stuff move and fight from point A to point B.
  6. For sure. There are many ways to skin a cat! The vid is aimed at those new to CM so I went for simple - as the method I tend to use is less prone to clusterfukcs plus keeps the video short!
  7. How To Enjoy Hassle Free Convoying in CM. https://youtu.be/3Lz97ZDXSWs The video uses Red Thunder but techniques shown apply equally to all the CM games.
  8. This is the Twitch playthrough of the first scenario (Wadi Armour Clash) in the upcoming Slitherine Tourney. https://www.twitch.tv/videos/2081184796 Interesting watching how these guys plan what they are doing.
  9. So just tested in CMRT and you see the same inconsistency. Test btt file attached. SPW platoon and associated dismounts with exit points allocated (100) for the units to exit; units all R1 in five minutes. If they arrive on the map (after 5 minutes) and exit - German player scores no points, neither does the soviet = as expected as player exiting units denies points for the enemy who have not killed them. If they arrive on the map (after 5 minutes) and do not exit - German player scores no points, enemy scores 100 points = as expected as units that do not exit and set as 'destroy' objectives will count as destroyed for scoring. If the German player ceasefire before the units arrive on the map - German player scores no points whilst Soviet player scores 59 points (!) Remove the destroy objective from the SPW and keep points the same (100). So now only the dismounts count as a 'destroy' objective. If the German player ceasefire before the dismounts arrive on the map - German player scores no points whilst Soviet player scores 100 points - as expected. Revive the SPW but remove the dismounts as a destroy objective - so effectively only the SPW count as 'destroy' objectives. If the German player ceasefire before the SPW arrive on the map - German player scores no points whilst Soviet player scores 23 points. So different numbers but similar effects noticed. Infantry only count as full destroy objective - whether they arrive and fail to exit or game ends before they arrive. But add SPW then the scoring goes a bit out of whack if the game ceasefire before the tracks appear resulting in not full points being awarded. However this only becomes an issue if the game is cease fired before reinforcement units which are also a destroy objective in a exit scenario. In exit scenarios cease firing early if one player has units marked as destroy objectives can really muck up scoring. One reason I tend to make this clear within the briefing. Don't do it kids! FYI I've filed a bug report with BFC re this issue. EXIT TEST_V1.btt
  10. Cheers ta. Ended up stacked wi work but should get a proper look. IIRC there was a similar issue in CMRT with infantry carriers but would have to double check. Quick play I’ve had with yours is everything works as intended re exit and destroy objectives once everything is on the map. The weird issue is when tracks are reinforcements and you hit ceasefire before they arrive on the map. But as I said I’ll double check and also check in CMRT.
  11. Ah nice one it’s a handy wee AI plan device for sure. I’ve also used it for having the turrets of advancing tanks swing about as though searching. Just plot the area fire point out of their LOF. They’ll swing the turrets to face the plotted area fire point but not fire. But otherwise I tend to use it is mainly for effect as you have to make an educated guess where the player might be defending. Latest etc can make this more educated and less guess though! So in this case I’m glad it gave the impression of engaging a more sentient enemy! Immersion is what I’m shooting for!
  12. You've not installed or activated One Drive have you? It can weird stuff to installs....
  13. Nope. You might be told at the start what your core units' are but within each mission likely not. This might be intentional on the part of the designer to prevent players from misusing the non-core unit.
  14. In Wilcox Syrians have RPG29s which will easily pen a BIFV. Look up RPG29 in the manual if not familiar. They're deadly... "The tandem warhead, classified as the PG-29V, can effectively counter ERA by detonating the explosive blocks with its first charge and penetrating the base armor with the second."
  15. I thought the lack of 'fog' in CMX2 was to do with something re fog tables in OpenGL not being implemented? But could be I'm mixing issues with CMX1 up with CMX2. But in CMX2 there is a visual of 'fog' also the LOS tool indicates how far you can spot to - note spotting does mean seeing! But does give an indication of how far out units can 'see'.
  16. S-tank did some new Tiger II skins worth checking out IMO https://www.mediafire.com/file/xorg29okl3zk247/S-tank%27s_Tiger_II.rar/file
  17. I mentioned up above I don't think this is playable H2H not due to the scenario but the PBEM file sizes are pretty hefty - when trying to play it we ran into OOM issues. If anyone does manage to play I'd be keen to hear how they managed it. FYI in our PBEM (I was Soviets) we'd no house rules but I did have to plan my artillery to support my attacks - so even with TRPs I was still using rolling barrages or at least what I could approximate to given game engine constraints etc.
  18. This video might be of interest to thsoe who have purchased the battle pack (thank you!) which showcases content from the Combat Mission Red Thunder Battlepack 1 released by Battlefront.com. There are NO spoilers in the video chapters below.
  19. Ah thanks. Its for a pal and he knows about the Warsaw uprising mod. Cheers for confirming.
  20. Hi Does anyone know/have any mods that would change CMRT Soviet AFVs to Polish i.e. Polish unit markings etc please? Many thanks!
  21. There can be problems when unpacking scenarios from campaigns. As this is part of the Battlepack campaign I suspect there might be issues as all the content in the Battlepack is - as far as I understand - protected. I'm assuming your opponent has the Battlepack? Why not just use the relevant 'master' map - that should avoid issues.
  22. Watch my M1s get a kicking in Tactical Vignette 98-3 Attack in Brandenburg SF2
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