![](http://content.invisioncic.com/r254563/set_resources_1/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
Dschugaschwili
-
Posts
792 -
Joined
-
Last visited
Never
Posts posted by Dschugaschwili
-
-
The problem is: how should it be shown?
I don't know where the infantry rarity kicks in. At squad level? Or at platoon level? And what value should be displayed for mixed platoons/companies/battalions?
The only satisfying way of displaying infantry rarity that I can think of would be adding a rarity column to the right side of the purchase screen (where the units you have bought are displayed). Then you could see the rarity values for every unit in a larger formation you consider buying.
Dschugaschwili
-
I'd like to add one thing to Bullethead's post:
If you want to play an "Assault" battle (or you may get one because you set the type to random) you shouldn't use the "unrestricted" force type at least for the defender. If you do, the defender can get around the mandatory buying of a certain amount of fortifications. And yes, you can get "unrestricted" as a result of a random pick, which is probably bad enough even in non-assault battles. I recommend setting the force type by hand.
Dschugaschwili
-
I don't know about CMBB, but I remember that this particular effect was not modeled in CMBO. It could have been introduced in CMBB together with all the other armor combat refinements, but I'm not sure about this.Originally posted by Ben Galanti:</font><blockquote>quote:</font><hr />Originally posted by Dschugaschwili:
</font><blockquote>quote:</font><hr />Originally posted by tools4fools:
Makes absolutly sense to me that the projectile drops "downwards" as loosing velocity and therefore reducing the slope effect. Great. Never thought that such stuff is all calculated. Just great.
Dschugaschwili</font>
-
On the topic of sound contacts, does anybody know if the probability of getting a sound contact depends on strength and/or direction of the wind?
Dschugaschwili
-
Bump.
Does anybody know something about this?
Dschugaschwili
-
I don't know about CMBB, but I remember that this particular effect was not modeled in CMBO. It could have been introduced in CMBB together with all the other armor combat refinements, but I'm not sure about this.Originally posted by tools4fools:Makes absolutly sense to me that the projectile drops "downwards" as loosing velocity and therefore reducing the slope effect. Great. Never thought that such stuff is all calculated. Just great.
Dschugaschwili
-
In a QB with variable rarity, it seems that infantry units are subjected to price adjustments just like any other unit. However, there doesn't seem to be a way of noticing this other than looking at the actual price for units on the right side of the screen. Will this be changed in version 1.01?
Dschugaschwili
PS: if you don't believe that rarity affects infantry, try the following parameters:
May '44, central region, high quality SS infantry, variable rarity. The Füsilier squad is identical to the Rifle squad, but they sometimes have different costs (base cost for a veteran squad seems to be 35 when bought as a platoon). You may have to try a few times to get different costs, but they definitely change between different games.
-
It seems we're approaching this issue from different directions. I'm looking at such issues firstly from a gamer's perspective and secondly as a programmer. When I first noticed this "feature" in a scenario, I found it irritating. Well, it is irritating. Then, not being somebody who likes to make unfounded claims, I tried to replicate it. It turned out that this irritating "feature" was easily reproduced in the scenario editor. From a programmer's perspective the most likely cause for the existance of this "feature" is that the programmer has simply forgotten about the possibility of giving a unit extra ammo when he coded the russian rocket artillery. This is supported by the fact that the default ammo level can be fired in a single salvo.Originally posted by Foxbat:The game is "wrong" unless, there is a reason for this unit to operate differently.
In this case it makes perfect sense as the russian rocket artillery can't reload (and rarely did so historically) and was historically often reinforced (and I don't think there is a FO in the game with enough tubes to replicate a Katyusha strike as would be used by a Gds Mortar division
).
So the result of this "bug" is realistic, and there is no indication as of yet that it wasn't intentional, so I guess that makes it a feature
.
Now, again from a gamer's perspective, I still think that even if the "fire all ammo in one volley" behaviour is realistic (and evidence supporting this has been brought up), displaying "unlimited", the actual number of ammo rockets or the maximum amount of ammo allowed in the editor as the number of tubes would be better than the current number because it wouldn't cause these "my spotter fired more rockets than it has tubes" irritations.
Now, I admit that I maybe should not have called this a BUG, but I still think that CMBB is so complex that it shouldn't be made any more complicated by things like that. Apart from that, hardly anybody ever seems to take notice of my posts anyway. I guess people are much too busy discussing new mods...
Dschugaschwili
-
The reason why I disregard the "ambushing HQ teams turn suicidal" phenomenon is that I have never experienced it. Even without covered arcs my men never seem to have problems staying hidden.
Dschugaschwili
-
Nothing personal to you, but I don't think the use of the word bug is not entirely appropriate here.Originally posted by Foxbat:</font><blockquote>quote:</font><hr />Originally posted by Dschugaschwili:
Looks like another rocket artillery bug. Until now I only knew that Russian rocket artillery can fire more rockets than it has tubes at the same time. It always fires all ammo in a single salvo without ever having to reload.
Dschugaschwili
It could very well be we're not talking about BUGs here (the soviet rocket artillery BUG doesn't seem to be a BUG for example), in fact I would say that the consistent use of the word BUG for features that don't work as the poster expects amounts to panicmongering.</font>
-
Depending on range and the enemy's armor slope tungsten ammo may have less penetration power that AP. Plus tungsten ammo is less deadly than AP if it penetrates. The crew may have decided that using it doesn't increase the kill chance.
Dschugaschwili
-
Looks like another rocket artillery bug. Until now I only knew that Russian rocket artillery can fire more rockets than it has tubes at the same time. It always fires all ammo in a single salvo without ever having to reload.
Dschugaschwili
-
"hit, no serious damage" should be read as "no penetration, no visible damage done". Damage by internal armor flakking is only displayed to the owner of the target for obvious reasons.Originally posted by demoss:[...] there's a big difference between "no serious damage" and "knocked out."
Dschugaschwili
-
And I already suspected that this was another typo in the German version, but it seems to be there in English versions, too. Interesting.
Dschugaschwili
-
Ok, some of my suggestion were already posted by aka_tom_w, but here's another one:
* Get rid of the overtime at the end of the turns. Aka: Save projectiles in flight when the clock reaches 60s.
* Let infantry units whose self-preservation behavior kicks in consider moving to a place out of LOS to the unit firing at them instead of always heading for the nearest cover.
Dschugaschwili
-
I think that the reason for getting less close results is the variable turn ending. In CMBO the battle could end while a flag was still fought over. In CMBB the battle is often extended until the question of control is resolved, and the winner of the local fight gets the flag as a bonus.
Dschugaschwili
-
I guess that you were running low on ammo globally. Then an automatic cease-fire request is made by your side. If the other side has also made a cease-fire request, the game ends.Originally posted by illo:In one scenario i had weird auto-ceasefire.
I had 7 casualties out of around 240men OK, 27 tanks ok 0 destroyed. Opponent had 48 tanks killed and around 200 casualties. I was just going to encircle remnants of his troops to force surrender when game suddenly ended in cease fire!!! :eek:
I would have never ever agreed ceasefire on such circumstances. I was about to knock out 10 remaining tanks which were panicking most with their guns damaged and capture/kill large number of his troops with about no risk whatsoever.
Then sudden ceasefire (which i had not agreed) ends the game 10 turns before end. What is this?
Back to the topic: I had a nearly full squad (one casualty) surrender to me just yesterday. It was surrounded by several vehicles, but not even spotted. When I moved a squad near them (still not spotted) they suddenly gave up. I was quite surprised.
Dschugaschwili
-
Of course, the most obvious solution would be to stop the action at the 60s mark and save the positions of all projectiles that are currently in-flight. This may lead to some funny situations especially in tank-duels though. Currently whether a shell hits or not is determined when it's fired. Now if I score a hit on a moving target, but the shell doesn't reach it until the action stops, my opponent could cancel the target's movement order and the shell would have to change course in flight. It won't usually be noticable, but it's kind fo weird nontheless.
And if I just think about having to plan a turn with a large artillery shell hanging right above my only heavy AT gun...
Dschugaschwili
-
The action is not continuous. Unfortunately it seems like there's no easy way of getting rid of the overtime at the end of the turns. You will have to wait until the engine rewrite for this.Originally posted by Larsen:... It feels as if the actions is not continues.
Dschugaschwili
-
For on-board guns and mortars you have to "protect" your smoke order with a narrow "cover arc" command to keep them from switching to another target.
Dschugaschwili
-
I still haven't heard anything official about the russian rocket artillery issue. The number of tubes listed in the unit info doesn't have any impact on the number of rockets fired. Even if they get more ammo than tubes all rockets are fired in a single volley.
Either include a reload delay or show something like "unlimited" as the number of tubes.
Dschugaschwili
-
Probably unlikely in this game because of the small blast of the PSW, but killed friendly troops also show up in this window. Could this vehicle have hit one or two Germans during the game?
Dschugaschwili
-
* change PBEM format to only require two e-mails per turnOriginally posted by aka_tom_w:Why not all of CMBO AND all of CMBB (units and terrain wise) and then add all of the Med, North Africa AND the early war years (German Blitzkrieg of Europe), and use the NEW CMII engine with new features like:
* NO more Borg Spotting (Relative Spotting)
* Full movie replay
* Roster (for those would think they need it)
* Multi-turreted vehicles like the Allied Grant and Lee
* Amphibious units
* Dynamic lighting effects
What new (must have) features did I miss?
* Realistic modelling of visibility at night
[edit] * collision detection for all projectiles, even those that would hit
Dschugaschwili
[ October 17, 2002, 07:51 AM: Message edited by: Dschugaschwili ]
-
Oh my. If I think about all the trouble I had when I tried to order CMBO shortly after it was released, the ease of being able to walk into my local computer games store and grabbing a copy was worth the Waffengrenadiers and the incomplete manual. The only thing that annoys me about the German version is the quality of the translation, which is quite bad. I'll have to try if I can apply the UK 1.01 patch as soon as it's released, and then ask somebody with an English version to send me the bitmaps containing text...
Dschugaschwili
tips on the use of the new cmbb commands?
in Combat Mission Archive #4 (2002)
Posted
Assault is very tiring, so you can usually only afford to use it for very short distances. I did some tests on this some time ago, and (from memory, so it could be off) a fit rested squad will get "tired" after 90m of assaulting over open ground (no incoming fire). With advance you can cover twice the distance before getting tired.
When tired, the movement speed for these commands is reduced.
Dschugaschwili