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ChrisND

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  1. Us long-term, inveterate denizens of this place are expecting another expansion to take Italy to the end of hostilities in the peninsula.

     

    Bingo. ;)

     

    The current plan is to expand CMFI's timeline all the way to the end of the war with one more module. Along with the usual TO&E and equipment updates, new unit types (such as Gebirgsjäger) and nationalities will be added (think South Africa, French Expeditionary Corps, and the like).

  2. V1.03 is released! Here is the announcement: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=339&Itemid=584

     

    You can download it here for PC:

     

    https://battlefront.sharefile.com/d-s44a47b6d1724e63b

     

    Or here for Mac:

     

    https://battlefront.sharefile.com/d-sc2f0187166d48e8b

     

    IMPORTANT: The v1.03 patch must be installed over a v1.01 version of the game. Make sure that you patch to v1.01 before installing this.

     

    SAVE GAME COMPATIBILITY: Save games from earlier versions ARE COMPATIBLE, provided that you save your turn-based games in the COMMAND phase (not the replay phase) before updating.

     

    Patch notes below:

     

    INFANTRY WEAPONS:
     
    Makarov pistol ammunition is now listed as "9mm".
    RPG-7 rounds now self-detonate at a distance of 920 meters.
    The dismounted AT-14 Kornet can now be fired from inside buildings, albeit with a suppression penalty.
    The M25 CDTE is now better at estimating range, allowing it to more accurately airburst rounds over walls.
    Under barrel rifle grenade launcher (M320, GP-25, GP-30) grenadiers are now better at "dialing in" the range to target, allowing them to fire more accurately adjust range after firing successive grenades at the target.
    FIXED: Incorrect muzzle flash for SVD and PSR rifles.
    FIXED: Problems with max detection range of some US Army infantry thermal weapon sights.
    FIXED: Javelin missile would appear a meter to the right of the tube when the launcher was facing a specific cardinal direction.
    FIXED: Tripod-mounted M240L machineguns had to pause firing every 50 rounds, as opposed to every 200 rounds. 
     
    VEHICLE WEAPONS:
     
    Previously overly restricted BM Oplot AAMG should now be able to fire over most of the frontal arc of the vehicle.
    BMP-2M and BTR-82A now use the same modernized 30mm APFSDS ammunition as the BMP-3M.
    US now uses only HEDP grenades for Mk.19 grenade launcher. HE grenades have been removed.
    Russian 12.7mm ammo is now AP-I, instead of AP.
    Vehicle airburst rounds are now better at estimating range, allowing them to more accurately airburst rounds over walls.
    FIXED: Humvee-mounted US Army .50 caliber machineguns were using Mk. 211 ammunition instead of AP-I.
    FIXED: T-72 rotating cupola with attached AAMG failing to rotate and use the MG.
    FIXED: Rare issue that could cause ATGMs from a vehicle to consistently swerve off course.
    FIXED: Vehicles firing a direct trajectory gun (such as APFSDS ammo) at the same elevation as the target were occasionally hitting the target's top armor or hull deck.
     
    VEHICLE PROTECTION:
     
    All T-90 variants have increased hull side protection.
    All T-90 variants have slightly increased front hull armor protection.
    BM Oplot lower front hull armor protection was slightly reduced.
    The T-90AM now simulates 10 main gun rounds being protected in a turret bustle with blow out panels. In effect this will make the T-90AM somewhat less prone than the T-90A and T-72 to catastrophic explosions after being penetrated.
    The single layer of Abrams turret side ERA (M32 scutum ERA tiles) is now less effective against tandem HEAT warheads.
    Duplet ERA on BM Oplot tanks is now more effective against tandem HEAT warheads.
    FIXED: ERA on a few vehicles occasionally not functioning properly.
    FIXED: Some rare issues with T-72B3, T-90AM, and BM Oplot armor protection.
    FIXED: Occasional issue where a tank's frontal hit location would be reported incorrectly.
    FIXED: Issues with smoke grenade launchers for some Russian vehicles, causing them to form insufficient smoke screens to their front.
    FIXED: Shtora deploying smoke grenades twice in a row. 
     
    FIRE SUPPORT:
     
    The flight path of Air-to-Surface Missiles (ASMs) such as the Hellfire now have a steeper attack angle, removing their vulnerability to active protection systems and making them less likely to hit terrain obstacles.
    Krasnopol precision artillery round accuracy has been slightly increased, while Excalibur accuracy has been slightly reduced.
    Electronic Warfare settings of Medium or higher will no longer prevent laser-guided precision artillery missions from happening. These missions will continue to suffer the usual delivery time penalties due to communications interference.
    AAA fire (such as the cannon fire from Tunguskas) can now be seen in the sky by the enemy when they are fired at aircraft. This matches the current behavior of SAMs. 
     
    UNIT BEHAVIOR:
     
    Troops will now "Cower" less readily after being shot at if they are in a low suppression state.
    Small arms fire and ricochets from friendly units will no longer cause units using the Hunt command to stop moving.
    Units are better at targeting the exposed portions of a hulldown vehicle.
    Units with handheld AT weapons are more willing to attack APS-equipped vehicles on their own without needing an explicit Target command.
    IFVs (such as BMPs or Bradleys) are now better at choosing the optimal weapon system for engaging enemy IFVs. In most cases this means that they will favor immediate use of autocannons over ATGMs.
    FIXED: Vehicles with a dismounting vehicle commander (such as a BMP's squad leader who also doubles as a vehicle commander) not getting the proper benefit of having a trained crew commander when the leader was in the vehicle.
    FIXED: Passengers in the bed of a M1152 Humvee not recognized as valid small arms targets.
    FIXED: Infantry on the move that had their next waypoint adjusted would sometimes turn around and run back to the last waypoint before continuing with their orders.
     
    QUICK BATTLES:
     
    All vehicles equipped with Active Protection Systems (APS) now also cost Rarity points in Quick Battles, which under normal settings will further limit the amount that can be purchased.
    A variety of IFVs and APCs with advanced sensor and defensive systems now cost more points in relation to older vehicles with less sophisticated equipment (such as thermals and night vision).
    Russian vehicles equipped with APS now cost less points in Quick Battles, bringing the cost of APS in line with equivalent US Army systems.
    T-90AM now costs more points in Quick Battles relative to the T-90A.
    Most infantry units now cost less points in Quick Battles.
    FIXED: Attacker Electronic Warfare setting in Quick Battles would apply to both sides.
     
    ARTWORK:
     
    US Soldiers now visually carry their pistols in thigh drop holsters.
    Russian and Ukrainian rifle grenadiers equipped with GP-25 and GP-30 grenade launchers now use a unique hand grip animation.
    More vehicles and weapons have normal maps.
    Numerous tweaks to vehicle 3D models.
    Russian night vision goggles are now worn over the left eye.
    FIXED: Some black textures: gear stowed in back of UAZ 469 appearing as black, M1152 steering wheel, Igla-S missile, and occasionally Ukrainian tanker helmets.
    FIXED: Some buildings in a small number of maps had an invisible second floor.
     
    MISC:
     
    Removed laser designator from Russian recon squads.
    Amphibious capability for a vehicle is now noted with text in the Vehicle Info Panel.
    Micro UAVs will no longer make a large explosion when they crash.
    BM Oplot tank is now equipped with TIUS-NM navigation support system.
    FIXED: Various crashes.
    FIXED: Elevation changes improperly calculated in some maps under specific circumstances.
    FIXED: A variety of bugs caused by vehicles moving onto or under bridges.
    FIXED: An independent house had a couple windows that could not be seen through.
  3. Steve, if military technology develops in a way different from what you guys predicted in CMBS, will the game be adjusted? Let's say for example the Armata platform and all the vehicles derived from it enter mass production and when 2017 arrives IRL, the Russians have multiple Brigades fully equipped with their new IFVs and MBTs, will these formation be present in CMBS? My knowledge on russian military technology isnt up-to-date so i cant judge how likely this is to happen, but it's a fact that CMBS is the first CMx2 game that doesnt use contemporary or historical TO&Es but instead "guesses" what the Armies of the nations participating in the conflict might look like. But what if you guessed wrong?

     

    We wouldn't adjust the base game in reaction to events similar to those you describe, no. That means that the base game's equipment, story, and scenarios stay the same. From the moment it released Black Sea is now in it's own parallel world, and not attempting to be a current up to date depiction of the real world. If you really think about it, it would be impractical to keep changing the base game to keep up with new developments anyways.

     

    Now, adding new stuff for a themed pack or new module, that appears in new content? That's another story. I definitely find the idea of a slightly further future content release with next gen equipment to be appealing.

  4. Black Sea is going to be on the back burner for a bit after this patch, so that we can spread the love to other titles. ;) I don't have any announcements regarding Black Sea for now.

     

    Bulge is the big CMx2 effort at the moment. It is currently in early Alpha. CMFI is also due to get some love sooner rather than later. ;)

  5. Would one of the changes to 3D models be and updated turret for the HMMWV as pictured? Also. Will the M-ATV ever be added?

     

    We don't typically make major 3D additions like that in patches. That new turret would be a whole new piece of equipment, not just a tweak to the current models. Most people, other than the eagle-eyed, won't notice the model tweaks.

     

    We have no plans to add the M-ATV or MRAPs in Black Sea. Those vehicles have no place on the front lines in this setting.

  6. Kickstarter is definitely a very valid way to go about funding something like a Tunisia module, but as several posters have already correctly deduced, money isn't the bottleneck: it's our time. We're a tiny outfit working on a very complicated game, so more money doesn't necessarily solve problems by itself. In fact at BFC internally we rarely discuss anything in terms of money, but instead in terms of time. Running a Kickstarter campaign is a BIG time investment... time we wouldn't be spending on the products already in development or soon to be in development. Then with that Kickstarter money, we need to contract new people to work on the module. That's more of our time, since we're pretty picky about who we work with. These people can't just sit down and start banging away on the module right away: they need to be trained how to make TO&E (it took months before I was at a point where I could make TO&E without needing to constantly bother Steve for advice/instructions), create complicated models to strict specifications for the game systems, and the like. The programmers (of which we only have two) still would need to interact on a regular basis with the folks making the module. And more.

     

    That's all time that isn't being spent on current projects, even if it is completely funded through Kickstarter and mostly made by a third party.

     

    Don't get me wrong, I'm a big fan of Kickstarter, and think it's a great tool. And I (nor Steve/Charles) don't rule it out as an option for us in the future. But it's definitely worth keeping in mind that money is only one, relatively smaller part, of our limited resources that we have to budget for.

  7. Looks great. Will this patch mess with PBEMs in progress and installation should therefore be delayed until such games have been played out?

     

    I'm not 100% on this yet as it needs to be verified, but it should be compatible as long as both players save their games in command phase before updating. Not all changes will be reflected in the current saved game, of course (such as changes to ammo).

  8. Hey guys,

     

    We are about to enter final candidate testing phase for Patch 1.03 for Combat Mission: Black Sea.

     

    Some of you may be wondering: "what happened to patch v1.02?!" ;) We've decided to call the Black Sea demo's engine version v1.02, and thus this moves the upcoming patch to v1.03. So you guys will move from v1.01 to v1.03. (and yes, v1.03 contains everything from v1.02, all of which is detailed below)

     

    Here's a look at what the patch will contain. This is a close-to-final change list. Everyone please thank the beta testers for their unceasing diligence in rooting out problems and reporting them, and my thanks to the players for the continued feedback on Black Sea!

     

    INFANTRY WEAPONS:
     
    * Makarov pistol ammunition is now listed as "9mm".
    * RPG-7 rounds now self-detonate at a distance of 920 meters.
    * The dismounted AT-14 Kornet can now be fired from inside buildings, albeit with a suppression penalty.
    * The M25 CDTE is now better at estimating range, allowing it to more accurately airburst rounds over walls.
    * Under barrel rifle grenade launcher (M320, GP-25, GP-30) grenadiers are now better at "dialing in" the range to target, allowing them to fire more accurately adjust range after firing successive grenades at the target.
    * FIXED: Incorrect muzzle flash for SVD and PSR rifles.
    * FIXED: Problems with max detection range of some US Army infantry thermal weapon sights.
    * FIXED: Javelin missile would appear a meter to the right of the tube when the launcher was facing a specific cardinal direction.
    * FIXED: Tripod-mounted M240L machineguns had to pause firing every 50 rounds, as opposed to every 200 rounds.
     
    VEHICLE WEAPONS:
     
    * Previously overly restricted BM Oplot AAMG should now be able to fire over most of the frontal arc of the vehicle.
    * BMP-2M and BTR-82A now use the same modernized 30mm APFSDS ammunition as the BMP-3M.
    * US now uses only HEDP grenades for Mk.19 grenade launcher. HE grenades have been removed.
    * Russian 12.7mm ammo is now AP-I, instead of AP.
    * Vehicle airburst rounds are now better at estimating range, allowing them to more accurately airburst rounds over walls.
    * FIXED: Humvee-mounted US Army .50 caliber machineguns were using Mk. 211 ammunition instead of AP-I.
    * FIXED: T-72 rotating cupola with attached AAMG failing to rotate and use the MG.
    * FIXED: Rare issue that could cause ATGMs from a vehicle to consistently swerve off course.
    * FIXED: Vehicles firing a direct trajectory gun (such as APFSDS ammo) at the same elevation as the target were occasionally hitting the target's top armor or hull deck.
     
    VEHICLE PROTECTION:
     
    * All T-90 variants have increased hull side protection.
    * All T-90 variants have slightly increased front hull armor protection.
    * BM Oplot lower front hull armor protection was slightly reduced.
    * The T-90AM now simulates 10 main gun rounds being protected in a turret bustle with blow out panels. In effect this will make the T-90AM somewhat less prone than the T-90A and T-72 to catastrophic explosions after being penetrated.
    * The single layer of Abrams turret side ERA (M32 scutum ERA tiles) is now less effective against tandem HEAT warheads.
    * Duplet ERA on BM Oplot tanks is now more effective against tandem HEAT warheads.
    * FIXED: ERA on a few vehicles occasionally not functioning properly.
    * FIXED: Some rare issues with T-72B3, T-90AM, and BM Oplot armor protection.
    * FIXED: Occasional issue where a tank's frontal hit location would be reported incorrectly.
    * FIXED: Issues with smoke grenade launchers for some Russian vehicles, causing them to form insufficient smoke screens to their front.
    * FIXED: Shtora deploying smoke grenades twice in a row.
     
    FIRE SUPPORT:
     
    * The flight path of Air-to-Surface Missiles (ASMs) such as the Hellfire now have a steeper attack angle, removing their vulnerability to active protection systems and making them less likely to hit terrain obstacles.
    * Krasnopol precision artillery round accuracy has been slightly increased, while Excalibur accuracy has been slightly reduced.
    * Electronic Warfare settings of Medium or higher will no longer prevent laser-guided precision artillery missions from happening. These missions will continue to suffer the usual delivery time penalties due to communications interference.
    * AAA fire (such as the cannon fire from Tunguskas) can now be seen in the sky by the enemy when they are fired at aircraft. This matches the current behavior of SAMs.
     
    UNIT BEHAVIOR:
     
    * Troops will now "Cower" less readily after being shot at if they are in a low suppression state.
    * Small arms fire and ricochets from friendly units will no longer cause units using the Hunt command to stop moving.
    * Units are better at targeting the exposed portions of a hulldown vehicle.
    * Units with handheld AT weapons are more willing to attack APS-equipped vehicles on their own without needing an explicit Target command.
    * IFVs (such as BMPs or Bradleys) are now better at choosing the optimal weapon system for engaging enemy IFVs. In most cases this means that they will favor immediate use of autocannons over ATGMs.
    * FIXED: Vehicles with a dismounting vehicle commander (such as a BMP's squad leader who also doubles as a vehicle commander) not getting the proper benefit of having a trained crew commander when the leader was in the vehicle.
    * FIXED: Passengers in the bed of a M1152 Humvee not recognized as valid small arms targets.
    * FIXED: Infantry on the move that had their next waypoint adjusted would sometimes turn around and run back to the last waypoint before continuing with their orders.
     
    QUICK BATTLES:
     
    * All vehicles equipped with Active Protection Systems (APS) now also cost Rarity points in Quick Battles, which under normal settings will further limit the amount that can be purchased.
    * A variety of IFVs and APCs with advanced sensor and defensive systems now cost more points in relation to older vehicles with less sophisticated equipment (such as thermals and night vision).
    * Russian vehicles equipped with APS now cost less points in Quick Battles, bringing the cost of APS in line with equivalent US Army systems.
    * T-90AM now costs more points in Quick Battles relative to the T-90A.
    * Most infantry units now cost less points in Quick Battles.
    * FIXED: Attacker Electronic Warfare setting in Quick Battles would apply to both sides.
     
    ARTWORK:
     
    * US Soldiers now visually carry their pistols in thigh drop holsters. (this was previously slated for release, but due to animation issues the implementation had to be pushed off until a patch)
    * Russian and Ukrainian rifle grenadiers equipped with GP-25 and GP-30 grenade launchers now use a unique hand grip animation.
    * More vehicles and weapons have normal maps.
    * Numerous tweaks to vehicle 3D models.
    * Russian night vision goggles are now worn over the left eye.
    * FIXED: Some black textures: gear stowed in back of UAZ 469 appearing as black, M1152 steering wheel, Igla-S missile, and occasionally Ukrainian tanker helmets.
    * FIXED: Some buildings in a small number of maps had an invisible second floor.
     
    MISC:
     
    * Removed laser designator from Russian recon squads.
    * Amphibious capability for a vehicle is now noted with text in the Vehicle Info Panel.
    * Micro UAVs will no longer make a large explosion when they crash.
    * BM Oplot tank is now equipped with TIUS-NM navigation support system.
    * FIXED: Various crashes.
    * FIXED: Elevation changes improperly calculated in some maps under specific circumstances.
    * FIXED: A variety of bugs caused by vehicles moving onto or under bridges.
    * FIXED: An independent house had a couple windows that could not be seen through.
  9. Im not even going to say it, I will let said picture demonstrate :P

     

     

    God how I love how it gets people mad.

     

    Stagler, I'm not interested in accommodating trolls here, especially not self-professed ones. If you continue along this current MO of goading people into snapping back at you, you are not going to have an account here for much longer.

     

    If your post doesn't actually add something to the discussion, don't post it. Plain and simple.

  10. Absolutely NONE of this is true. The first post is a complete fabrication and does not describe any future patches currently planned by us.

     

    I don't particularly appreciate people claiming to be speaking for us, or to be sharing some supposedly official inside information. Even if the post is a joke. Don't do it again.

  11. Hey guys!

     

    So I figured you could use a new info dump on the upcoming Bulge title... ;)

     

    Bulge is currently our primary development effort, and is currently in Alpha. Here's a few screenshots and some quick info. I've only got a couple screenshots to share, since most of the new stuff is still being textured. They're attached to the post.

     

    Basic Info:

    Covers October 1944 - January 1945

    This is a separate game from CMBN, NOT a module or expansion of CMBN!

    The emphasis is obviously on the Battle for the Bulge, but other western front operations are also in play, including the Hürtgen Forest, Aachen, Nordwind, etc.

    A future Module will expand the game all the way to VE-Day, focusing on operations within Germany from February to May.

     

    Features:

    Bulge will use Engine 3.0 for CMx2, which is the same engine version used for Red Thunder and Black Sea. All applicable new features from those titles will be rolled together into Bulge. That includes mounted vehicle mortars on-map and... tank riders for American/German vehicles are in!

     

    Content:

    1 Training campaign.

    1 American campaign - the current plan is something revolving around Bastogne.

    1 German campaign covering KG Peiper.

    20(ish) standalone scenarios and a big set of QB maps, as usual.

    There are also a number of master maps being made of some famous areas in the Bulge.

     

    Formations:

    US Army

    Infantry formations

    Armored Infantry formations

    Airborne Infantry formations

    Tank and Tank Destroyer formations

    A "straggler" formation consisting of ad-hoc infantry

    German Forces

    Heer formations

    Waffen-SS formations

    Fallschirmjäger formations

    Luftwaffe field division formations

    Volksgrenadier formations

    Gebirgsjäger formations

    Custom Kampfgruppe formations seen during Bulge operations.

     

    Vehicles:

    (this list would be REALLY long, so I'm just going to include some highlights. My vehicle tracking list is about 130-140 items long)

    (NOTE: this is a preliminary list and is NOT FINAL. The items on it may change)

     

    US Vehicles:

    M24 Chaffee light tank

    M4 Sherman Crab

    Later variants of many Sherman models

    M4A3(75)W w/ hull-mounted flamethrower

    M4A3E2(75) Sherman Jumbo

    M4A3E2(76) Sherman Jumbo

    M4A3E2(75) Sherman Jumbo w/ hull-mounted flamethrower

    M4A3E8(76) "Easy Eight" Sherman

    M18 GMC tank destroyer

    M36 GMC tank destroyer

    M36B1 GMC tank destroyer

    M15A1 AA halftrack

    M16 AA halftrack

    M4A1 mortar halftrack (mortar able to fire onboard the halftrack and on-map)

    M21 mortar halftrack (mortar able to fire onboard the halftrack and on-map)

    M12 155mm GMC

     

    German Vehicles:

    Tiger II (Henschell turret)

    Hetzer

    Hetzer w/ flamethrower

    Jagdpanther

    Jagdtiger

    Brummbär

    Sturmtiger

    Later variants of many SP guns, tanks, and tank destroyers

    JPz IV/70

    Nashorn

    Flakpanzer 38(t)

    Mobelwagon

    Wirbelwind

    Sdkfz 10/5

    Sdkfz 7/1

    Sdkfz 7/2

    PSW 233

    PSW 234/3

    PSW 234/4

    Mortar halftracks

    Hummel

    Wespe

    Grille

    post-36407-0-67839700-1427460396_thumb.j

    post-36407-0-75782300-1427460402_thumb.j

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