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George MC

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Everything posted by George MC

  1. Hi Guys He! Cheers for the kudos. I've beem out of the loop for a while due to RL stuff with work. Think the other have covered the detail about Strachwitz at Kursk. Re the Bake series we still plan to finish it. It's currently on hold but I'm hoping we'll clear it all for the late Autumn/early winter. FWIW the Bake scenarios that are finished are available for download from our website. A lot of the kudos though must go to both DAF and Heinrich505 who have been a huge help in playtesting and sorting out some of the AI glitches in the scenarios. Charlie is the other half of Blowtorch - he is the one who does the main graft with research and what have you. Seriously so Cheers fur noo George ps the Strachwitz at Kursk action was a very tough one for the Count and his men.
  2. Dashing manly scouse - is that no an oxymoron? Naw then naw then calm down aawright
  3. Aye there is - me Originally from Fife now living in the Highlands south of Inverness. Cheers fur noo George
  4. The sun rise/set thing resets when you start the game i.e. hit the red button the sun syncs to the meteo time. Not sure how this could be used as a cheat as it only occurs during the set-up?
  5. Hi Dave Cheers for that Re your comment about how lethal modern combat is between two modern forces. I can echo that. In my first playtest I got a real shock with the speed at which units engaged and died. I played it first in RT then had to go to WEGO as stuff happened far to fast for me to keep a handle on. Anyways - cheers for the feedback always good to hear how people get on with these scenarios. Cheers fur noo George
  6. Cheers for that Dave That's one I drew up. There are several AI Plans so be careful what you wish for As an aside it's a tough one coming up with an AI Plan that has the AI attack effectively (with Red units it is easy as for armoured units you pretty much are looking at variations on a massed high speed assault. Trying to get the AI to move up intelligently using cover is a toughie. I do find working with the AI Plans far easier to get stuff to happen along the lines you want compared to say CMX1 where you had to mess about with flags, so it is an improvement. In saying that one of the AI Plans in this scenario (i set it to use the most often, but still luck of the draw I guess) does work more effectively than the others. I find that designing the first AI Plan gives an idea of what sort of works and other AI Plans then build on stuff you find out from testing the previous AI Plans. Also this will play out very differantly if played H2H, which if I recall was the main way it was designed to be played. Then it's a tougher fight for both sides.
  7. Go into your game install folder and delete the "Combat Mission BB Prefs file" (depending on where you installed CMBB - assuming default install it'll be on your C drive under programmes/Combat MIssion 2). When you next fire up the game it will prompt you to select a suitable resolution and frequency supported by your PC. Cheers fur noo George
  8. I'll have to come clean here and admit that I am actually a Fifer transplanted to the Highlands The story about the copper wire is correct though!
  9. Might be that in your average CMSF size map they are too close to the fighting. Guess most recon stuff is done by stealth and perhaps at longer distances. Or screening the main adavance/line and bugging out when the bad boys show.
  10. Yup just found that out myself testing what you were trying to do (cheers for the video made sense). I'm posting it as a possible bug to see what the offical response is. As you said what you are trying to do you can do if the movement points are longer. I'll get back to you in due course
  11. The idea behind that is you can play the same map and pretty much similar tactical situations with differant forces. The demo for CMSF Marines and Strykers has always, since they were first released, been based on Tactical Vignette Passage at Wilcox (which has some heavier stuff on map). Like for several years now
  12. Nae bother - I'm just heading off myself. Cheers fur noo George
  13. You catch my post above - not sure what the issue is - assuming I'm understanding you correctly. Can you post a screenshot showing what you are doing please?
  14. Hhmm - I've tried two combos - waypoints in line, and waypoints in a parallel zig zag. Works OK in that I don't lose either the target commands nor the actual waypoints i.e vehicle does what I expect. Could be if using very short waypoints that the gunner does not have time to lay the weapon onto the new target before hitting the next waypoint. Could be all your waypoints are to short such that the gunner is trying to lay the weapon onto the new target but doe not have enough time before hitting the next waypoint. Check the wee dialogue box at the bottom left. You should see text saying 'Gunner@ and then a note as to what he si doing (Firing, aiming, reloading etc etc).
  15. Just checked this. If I'm understadning what you wrote correctly: plot a series of waypoints using slow and reverse. At the end of each waypoint give a target command. I gave this a quick play through in RT as I've a game going in that right now and the above works fine in RT. I'll check turn based. Just to check some stuff. Have you patched your game to 1.11? You are using the 'slow' command and the 'reverse' commands rather than using hunt? The unit in question is not reloading or run out of ammo during the plotted turns? Edited to add: Just checked this out in turn based and the above combo works for me. If none of the above answers your question can you post a screenshot showing what you are trying to do and why it is not working please? Cheers fur noo George
  16. I know - I'm not sure I can reupload the video and not lose the comments. Can't believe I've been in the beta testing team from the very first days and I got the name wrong!!! Thumbs for fingers I'll blame it on and inability to spell or understand simple basic commands. I'm good at carrying heavy things though
  17. Glad you like it Re your query about my PC specs: Intel Core 2Duo E8400 @3.6Ghz; 2 Gb RAM Nividia GeForce 8800GT Windows XP Service Pack 3 Cheers fur noo George
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