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Wolfe

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Everything posted by Wolfe

  1. Yep. You can only spot the daisy-chain minefields. Regular AT and the AP mines can only be found by running over them. Also, engineers will remove daisy-chain after a turn or two without wasting one of their demo charges. But to remove regular minefields they need to use a demo charge (think of it as representing a bangalore). - Chris
  2. In a previous thread, Steve did say that they will have to work hard on getting multi-turreted vehicles funtioning correctly for CM3, but that such vehicles won't be in CM2 because of the difficulty in coding. But since then, he's softened a bit and said that they would try to see if they could get the M3 Lee and T28 into CM2 via some sort of coding magic. Hopefully they can. No T35, though. It was too rare. And probably would be too complicated since it has so many turrets. - Chris
  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Lord General MB: Steve, as I belive this was not answered in the prevois thread: Will tank MG's jam?<HR></BLOCKQUOTE> Actually, this one was answered: <BLOCKQUOTE>quote:</font><HR>No plans to make MGs in tanks jam, but we might add this. In any case, from what I gather they jammed far less than field deployed MGs.<HR></BLOCKQUOTE> - Chris
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Barticus: OK, quick question, how many vehicles are currently represented in CMBO? <HR></BLOCKQUOTE> 126. (not including vehicles that are exactly the same, but apply to different nationalities). - Chris [ 06-18-2001: Message edited by: Wolfe ]
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Snake Eyes: Any word on Brummbar?<HR></BLOCKQUOTE> I coulda sworn Steve (or Dan) said the Brummbar was in, but I haven't been able to find any thread confirming it. A few others have commented recently that they had thought the Brummbar was in as well. It's possible that we're all simply delusional, though. - Chris
  6. PL, you are a sick, sick puppy for taking this on. And we thank you for it. Found a few things that need editing, though: Under the new Russian terrain, you mention the fact that vehicles will be able to cross frozen rivers, and then repeat it a few paragraphs below. Under What Vehicles Will Be Included, you attributed a quote to Steve about the IS-3 probably being included - Steve didn't say that (atleast not that quote), this was my summary of the lengthy *ahem* "discussion". Also, under Will Urban Fighting be Enhanced, the "Engineers wil still not be able to blown roadblocks ..." is also my summary, not Steve's. BTW, I think it might be a good idea to, at the bottom of the FAQ, link to the big posts that most of this stuff came from so people can read through it themselves if they want. The links in the original FAQ, in the CM2 FAQ Update that I responded to, and this page: Holy Cow! New CM2 Preview at Gamespot should cover most all of the pertinent links, so you shouldn't have to search far. Thanks for all the hard work! - Chris
  7. BTW, a bit more on the Ferdinand and Elefant: Elephant use on the EF questions - Chris
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzer Leader: Surely some of you lead lives so full of boredom that this would actually be considered a "fun" thing to do?<HR></BLOCKQUOTE> Sadly, yes. I don't know what you want to include or exclude. It's a helluva lot of stuff. One problem with quoting so much of the threads is the FAQ will become huge, and people will be less likely to read through it. Also, I didn't sort anything; it's in the order I found it. Probably missed a few things, too. Anyway, enjoy: From: First Sneak Peek of CM2 Pics. Now on CMHQ Vehicles in: Elefant (with MG) PzIVD StuG III (A or PzIIIJ SU-76 (or SU-76M) T-34 (type unknown) 76mm M1927 gun on a ZiS-5 truck (I think) KV-2 From: Computer Games Magazine CM2 article No Winter War (1939-1940 between Finns and Soviets). No relative spotting. PBEM format may change. Different shaped buildings, new terrain (Steppes) and weather (snowy ground, unfrozen rivers). Trenches are placed just like barbed wire is now. Larger maps (current max is 4000m on one side or 2400mx2080m). <BLOCKQUOTE>quote:</font><HR>Sewers will be abstract "portals" where you enter one and request which one you would like to pop out of. The chance of coming up in the right spot depends on distance and luck. Also, the time to get from A to B will depend heavily on distance. We are also thinking that any defending unit imediately near a sewer opening will get first crack at emerging units to simulate "guarding" the opening.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>I don't think we will be able to model partially colapsed buildings. It is on the list to try, but it might not be possible until the engine rewrite. This also answers the question about "mouseholing" (i.e. going through walls using TNT instead of going outside and back in). We can't do this unless we can have individual states for individual walls.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>We will have dedicated tank hunting teams though, and a wider range of individually manned AT weapons. These units will most likely not have any special ability to kill tanks, but instead should have better Experience ratings to simulate them either having better training or better frist hand experience KOing enemy vehicles.<HR></BLOCKQUOTE> Engineers will still not be able to destroy roadblocks or bridges, but will be able to toss explosives into building, and maybe take out barbed wire in the same fashion. From: A BUNCH of answers to your questions! <BLOCKQUOTE>quote:</font><HR>In Order of Battle screen that shows what you have is on the drawing board. It is a medium priority item, so it may not actually get put in. However... this will not be nearly as detailed as Steel Panthers and Close Combat OOB screens.<HR></BLOCKQUOTE> Re: AFV Crews: <BLOCKQUOTE>quote:</font><HR> ... it is possible that the crew reactions would be based on their experience/moral/physical condition. ... Just think of this new feature just like infantry. You will see vehicles turn tail and run instead of just seeking better cover.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>radio and non-radio AFVs will be treated differently in terms of Command and Control. Poorly trained/experienced crews will not have the same degree of tactical flexibility as better ones. This also applies to infantry as well.<HR></BLOCKQUOTE> RE: Optics <BLOCKQUOTE>quote:</font><HR>The only room for improvement from 1.12, that we feel is necessary, is optics. On the Western Front the quality of optics and aiming systems were about equal all things considered. This is not necessarily the case on the Eastern Front. We plan on coming up with a scientific method for augmenting the current aiming equations with an optics factor. We are NOT just going to make the Germans hit better than the Soviets in all conditions for all vehicles.<HR></BLOCKQUOTE> No preorders this time (too much of a headache with credit cards). <BLOCKQUOTE>quote:</font><HR>In regards to the rush to order, our new online system will be able to handle the load. A lot better than taking the preorders ahead of time and then dealing with all the bum credit card numbers, expiration dates, and other related problems. I didn't sleep for three days for CM1's launch while processing probably 1/5th the number of preorders we will receive for CM2.<HR></BLOCKQUOTE> No campaign system. Offers have been made by third parties, but it's too complicated for BTS to get involved and would take up to much of their time. <BLOCKQUOTE>quote:</font><HR>Let's just say that we are skeptical that "just an export file" will be enough. So we proceed with caution, but are still looking at the proposals I mentioned seriously.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>There will be three fords; Infantry Only, Infantry and Tracked Vehicles Only, All Units. ... vehicles will be able to cross frozen rivers. We are hoping to have an ice thickness variable for the scenario that will determine which vehicles, if any, can cross. There will be no vehicles breaking through the ice.<HR></BLOCKQUOTE> No preview for QB maps. Hope to be able to add pre-made maps for QBs. IS-3 is probably in (2 textures sets have been done for this vehicle for two years, but the 3D model still has to be done, though). The IS-3 is like the Super Pershing: a production vehicle that existed and was deployed, but never fought. Prototype vehicles (Panther II, Panther F, night vision Panther, E-series) and one-of-a-kind oddities (Maus) will not make it in, however. One skin will still be used for both sides of a vehicle (still a VRAM issue). 2 different texture sets are done for the SturmTiger. Re: Mechanical difficulties like engine freeze-ups. <BLOCKQUOTE>quote:</font><HR>Some of this is definitely beyond the scope of a CM battle. However, winter 1941/42 was too brutal to ignore the things that did happen in the frontline. MGs were especially hard hit on both sides. Not exactly sure what we will do yet.<HR></BLOCKQUOTE> Squads/teams will still be represented by 3/1 guys. There are no benefits, but many drawbacks (poly count, clutter) to increasing the men/squad shown. No different types of water (streams, etc.) until the engine re-write. <BLOCKQUOTE>quote:</font><HR>KwazyDog has already redone the PzIV, Panther, and StuG families so I can say MODs for them will almost certainly have to be updated to work correctly.<HR></BLOCKQUOTE> Re: LOS changes. <BLOCKQUOTE>quote:</font><HR>IIRC we are thinking of having two different height "fields".<HR></BLOCKQUOTE> Finnish troops are in, but no Winter War. Re: Patching CM1 with CM2 advancements <BLOCKQUOTE>quote:</font><HR>Patches, as such, are impossible for us to provide. It would involve many months of work to make CM2 backwards compatible with CM1. Much of that time would be spent making a scenario translation tool, if it could even be done. What we are going to do in terms of revamping the Western Front is still up in the air. Check out this thread for much more information: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=1&t=019399 <HR></BLOCKQUOTE> Setup zones will remain as-is. Objective flags may be incorporated into Operations, but nothing solid yet. A Follow command may or may not be in CM2. Previously Steve and Charles have said No, it's too hard to do. It probably won't be in; in general pathfinding is one of the plagues of game designers which causes endless sleepless nights. Re: Modeling the early Russian army and "Nationality Traits". <BLOCKQUOTE>quote:</font><HR>It is easier than it may seem when you have a good, solid, non-hardcoded system to work with. We are changing the C&C system, have added a "Fitness" rating so you can have poorly trained physically fit soldiers (that was the norm for Soviet infantry early on), obviously simulating the equipment and organization as realistically as possible, and not assigning any "national bias" characteristics to either side. The latter tend to just cover up inherent game design flaws/shortcomings. ... CM1 has absolutely no "national biases" built into it, and neither will CM2, CM3, CM4, CM5, etc.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>We won't likely have a single tiled building of that size [6-8 tiles or more], but instead "building blocks" for people to make their own massive building complexes. There are other plans, but I think this is the only way to deal with large industrial type buildings. ... We have our wish list, but most likely buildings will remain as "boxes" until the engine rewrite. Different sized and shaped boxes are definitely a go though.<HR></BLOCKQUOTE> Re: PBEM cheating (Player 1 advantage): <BLOCKQUOTE>quote:</font><HR>the only way to fix this is with an extra fileswap. I don't think we are going to be able to do that for CM2. However, when Rarity is on (either Fixed or Variable) this problem will be greatly diminished.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>Replay of the whole movie file -> Yes, that is on our plate as an "Important" feature. Only thing that will squash this is if we get going on it and find that there is no reasonable way to implement without rewriting major sections of code. That is, BTW, the best way to do it, so we are already planning on some sort of ugly code hack.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>Multiplayer disclosure -> we are going to add a notification that tells Player 2 exactly what was selected by Player 1.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>no post scenario briefing is planned.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>we have no plans to remove FLAGS from QBs even as an option.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>full AAR info on kills (i.e. no FoW).<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>airpower will remain the same as CM 1 in terms of functionality. In terms of weapons available to planes, that will of course change to reflect what was used in the East. ... I'll suggest to Charles that it would be good to have two kinds of ground attack aircraft - Fighters and Fighterbombers. But no, we will not have specific types of aircraft for purchasing.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>Yes, we plan on having PLENTY of stock ready. With CM1 the preorders were about 1/5th what we wound up selling in the first two months. I think the current plan is to make about 75% of what CM1 sold in the first batch. And if you guys buy out all of those in two months, I think we might just have a heart attack. <HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>No plans to make MGs in tanks jam, but we might add this. In any case, from what I gather they jammed far less than field deployed MGs.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>We have no plans for mine roller tanks.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>I'm not sure if Operation battles can have greater time lengths, but I suppose it wouldn't be hard to add.<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>No simulation of females or particular ethnic minorities<HR></BLOCKQUOTE> Whew! You're welcome, and I'm not doing that again. Having fun sorting through it. - Chris [ 06-13-2001: Message edited by: Wolfe ]
  9. There's so much info in the new threads that Steve responded in that it's probably just best to link to them and let folks read them. Maybe just giving a brief summary of topics that are touched on in those threads and advising folks to read them would be the best idea? - Chris
  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by coe: How hard would it be to adapt the scenarios from CMBO to CM2.<HR></BLOCKQUOTE> I don't think that BTS is going to put the units from CM1 into CM2 (except those that also appeared on the Eastern Front, of course), so CM1 scenarios likely won't work even if the file formats are the same. - Chris
  11. Yep. Can be very frustrating. Especially if you had intended to use the smoke later on for some other purpose. In most cases, it seems the units are trying to protect other friendlies who have come under enemy fire. This can be a good thing, but personally I'd rather make the decision whether to shoot the smoke or not. But I've even seen tanks target (not Grey smoke, but a Red targeting line) an enemy unit and still shoot smoke at it! Even when the enemy unit isn't doing anything to warrant being smoked (i.e. moving laterally across the battlefield, not engaging my troops). I've even seen it countermand a direct fire HE order and replace it with smoke shells instead. As well as switch targets from an area fire to fire smoke directly at a unit. As well as choose to shoot smoke at the area fire target rather than HE. Arrrgh! Thankfully mortars out of LOS of enemy units using an HQ to spot can't use their smoke at all. When creating scenarios, I've started really considering if a unit needs smoke shells at all. If I don't think they're very important, I'll delete them and give it HE instead. I'd love to have the option of limiting FOs in scenarios I create to only being able to fire HE (or even just smoke for certain occasions). No smoke will limit the AI's tendency to smoke the entire battlefield (though admittedly, this does have benefits sometimes to protect his troops). The smoke-only FO would be for a special assignment, usually in conjunction with an assault. BTW, there still seems to be a prob with tanks firing AP at infantry units when it's real low on HE. I don't see the point of wasting AP on infantry. Just shoot the tank's MGs and be happy with it. But I think that the AP thing may be different than the smoke thing. - Chris
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by MikeyD: For the PzIV in CM1 they simply used the same polygons and skins but alltered the specs. I expect the same here, with the addition of skirts and gun lengths.<HR></BLOCKQUOTE> Actually Steve said some of the models had changed and that mods would have to be updated to fit the new vehicles. Waaah! All my beautiful mods, some of which I know won't be updated. *sniff* Oh well. - Chris [ 06-08-2001: Message edited by: Wolfe ]
  13. Didn't the PzIII undergo a change in chassis from short to long? Maybe that's what they were referring to. I think this started with the J model? - Chris
  14. A bump with some more info: First Sneak Peek of CM2 Pics. Now on CMHQ Computer Games Magazine CM2 Article - Chris
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by CombinedArms: Getting back to the original topic, I've seen crews of immobilized Panthers bail when under sustained artillery bombardment, particularly when it's VT arty. I not sure specifically how this is modelled, but it seems realistic to me. I know such things happened in real life--in fact probably more often than they do in CM.<HR></BLOCKQUOTE> In order for a full crew to bail out of an immobilized vehicle, the gun has to be damaged at some point. If either gun is undamaged or the tank is still mobile, they'll always stick with the vehicle. I think it would be nice to see in CM2 some chance of bailing due solely to morale hit (crew gets severely spooked). Particularly for an immobile vehicle. - Chris
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by David Aitken: I have a short list of threads pertaining to some of the main topics which have arisen over the past year or so. I gathered the actual URLs using the search engine, but only because I had read or participated in the originals and knew what to search for. I did all this before the latest forum upgrade, but unfortunately I'm not sure it would be possible now.<HR></BLOCKQUOTE> It shouldn't be hard to do a global search and replace. The original format: http://www.battlefront.com/discuss/Forum1/HTML/009785.html New: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=1&t=009785 The post numbers are the same between the old and new forums. So replace the ".html" on the original with nothing. And then replace the remaining URL string, leaving the post number (in this case 009785) untouched. Just be sure to keep the forum numbers straight. The main forum is number 1. In the original URL, it's listed in the string as "Forum1" and the new it's "f=1". Try to resist replacing forum 2 with forum 1. Should work ok. Just be sure to keep a backup of the original in case you end up replacing the wrong string. - Chris
  17. [continued from previous post] * When loading or saving a file in the editor, the dialog 'default' directory is the Saved Games directory. * Slight problem of diagonal bocage and walls not quite matching 3D placement on map is fixed. * No prisoner will ever be shown as "reloading". * Some open-top armored vehicles were suffering crew casualties from nearby explosions, even when buttoned-up. This has been fixed. * Unit editor allows U.S. Paratroops to carry up to 3 rifle grenades (was 2). * Bazookas, panzerschrecks, and PIATs display caliber and muzzle velocity in data window. * Sometimes reloading a 1-player game would have the wrong fog of war setting (it wasn't being reloaded properly). This is fixed. * Sometimes shells were passing through buildings when firing at the top story. Fixed. Unfortunately, the one listed on CMHQ is still v. 1.05, which is why I posted this here. - Chris
  18. Wel,, you asked for it. From the 1.12 readme: Combat Mission: Beyond Overlord v1.12 UPDATE PATCH - Windows February 6, 2001 www.battlefront.com This is the version 1.12 update for "Combat Mission: Beyond Overlord". It updates versions 1.0 through 1.11. Please follow these instructions: 1. Run the patch and select your existing Combat Mission install directory as the destination. Unlike previous patches, the Public Beta will install directly into your Combat Mission folder without further manual file copying. The patch will create the necessary folders and files in all the correct locations. 2. Read the INTERNET PLAY READ ME file to learn how to play Combat Mission live over the Internet. 3. NOTE: Five scenarios in the "Scenarios" directory will be updated automatically (unless you've already updated to v1.1). You're all done! Below is the list of changes made. * * * * * * * * * * * * * * * * * * * * v1.12 2/6/2001 * * * * * * * * * * * * * * * * * * * * * Tanks use better hull-rotation logic. * Gun accuracy is somewhat higher at long range. * Firing ordnance while moving is less accurate than before. * Quick Battles have a new "unrestricted" force type. * Pillboxes have slightly better 'reaction time' and are slightly less easier to spot at long range. It is also somewhat harder to hit their firing slits from longer ranges. * Smoke usage logic tweaked. * 20mm gun in Lynx cannot fire on aircraft. * If both sides have global morale below 25%, a battle will end immediately with an enforced cease-fire. * Fixed a bug (introduced in v1.1) where simultaneous cease-fire requests by both players in play by email could lead to a crash. * Fixed a bug so that the computer will never place antitank mines in woods. * Fixed a bug that made hotseat mutual cease-fires activate one turn later han they should. * Fixed a bug that could cause a game previously (partly) played as PBEM, but subsequently reloaded as TCP/IP to "lose" minefields and barbed wire. * Fixed a bug that made the TacAI hesitant to give targeting orders to the rearward-firing Archer. * Fixed a bug that occasionally showed FOs having a "label" showing JAM. * * * * * * * * * * * * * * * * * * * * v1.11 1/12/2001 * * * * * * * * * * * * * * * * * * * * * Fixed a bug that allowed tungsten rounds to be overly effective against highly-sloped armor. * Data changes: - Sherman Jumbo speed, turret rotation, and some armor values lowered. * * * * * * * * * * * * * * * * * * * * v1.1 12/23/2000 * * * * * * * * * * * * * * * * * * * * * TCP/IP play has been implemented (i.e. "live" Internet play). The game can also run as a "spawn", meaning that you do not need the CD-ROM in the drive, but you will be restricted to joining TCP/IP games only. SEE THE "INTERNET PLAY READ ME" file for more detailed instructions. * If both sides have global morale below 15%, a battle will end immediately with an enforced cease-fire. * Quick Battles: - Ratio of attacker to defender points has been reduced slightly for Attack and Assault scenarios. - Fortifications are cheaper to purchase. - Automatic unit purchaser does a better job of using up (nearly) all available points. - Force proportion limits modified slightly (main change is that attackers have a higher limit on support points than before). * Armored vehicles are smarter about rotating their hulls to bring their main weapons to bear faster, however vehicles rotate 'in place' more slowly now. * Vehicles in hunt mode are more likely to stop moving in order to engage "lesser" enemy vehicles than before. * Allied tanks and guns are more likely to fire tungsten rounds when available. * Infantry TacAI is less likely to seek cover when it would require moving closer to the enemy to reach that cover. Also, infantry (sometimes) retreats from buildings being blasted by heavy weapons that are in danger of collapse. * Fixed a bug that incorrectly counted the number of knocked out vehicles and crewmember casualties during Operations. * A bug that incorrectly identified (or failed to identify) vehicles as hull-down when the mouse was pointing at them has been fixed. * Forward Observers no longer cancel a bombardment on a building that is blasted to rubble (though any other unit using area fire still does). * Enemy units targeting an ambush marker are no longer displayed as doing so. * Vehicle top speed over open ground reduced somewhat, especially for jeeps. And all wheeled vehicles are slightly more likely to bog down in bad terrain. * Vehicles, especially those with only a few crewmen, have greater difficulty spotting enemies when moving. The difficulty is proportional to speed and ruggedness of terrain. * Vehicles can more readily spot other vehicles at greater ranges (3000+ m) in clear weather with clear line of sight. * Vehicle sound contacts are not shown rotating their turrets. * When faced with a threat, unarmored vehicles will sometimes seek shelter at a new destination chosen by the TacAI even when ordered to move fast or in reverse. * Fixed a bug that caused tanks to 'fear' pillboxes even when they were out of its firing arc. * Hull down display when drawing LOS line also indicates "bow MG blocked" when appropriate. * Mortars gain target acquisition a bit more slowly now, and their point values have been lowered slightly. They are also somewhat less effective at hitting vehicles. * Gunnery accuracy equations modified slightly to permit greater accuracy at point-blank ranges. * Fixed a bug that prevented Churchill AVREs from killing a pillbox form the side. * Vehicles which are targeting ambush markers, and are directly hit by anything other than small-arms fire, will cancel their ambush orders and react to the attack normally. * Crews that bail from a knocked out vehicle have "low" ammo and are often panicked or worse. * Fixed a bug that caused events happening past the normal 60 seconds of action sometimes to be "undone" by rewinding and fast-forwarding past them. * Fixed a bug that caused the battle number not to advance when both players in an operation agreed to a cease fire. * Fixed a bug that often caused airplanes not to show up in Operations. * Rough terrain tiles now abut so that they block vehicular traffic along shared edges. * A letter 'c' after the armor slope display indicates that a vehicle has a curved gun mantlet, so the actual slope can vary depending on where the shell strikes. (Example: Panther tank). * Fixed a bug that allowed game saves to be done before the battle was even underway. * Passengers no longer immediately jump off a vehicle that bogs down unless the vehicle becomes permanently immobilized. * You can no longer trace line of sight (LOS) from a Target Reference Point (TRP) during setup. * Vehicles which use up their last round of ammunition are quicker to cancel targeting. * TacAI does a better job weighing the importance of hull-down status when choosing targets. * Fixed a TacAI bug in the logic that causes vehicles use the coaxial MG instead of the main gun (to conserve ammo when the MG is nearly as effective anyway). The bug sometimes made the vehicle switch to the coaxial MG when it should not have. * Forward Observers' targets are never shown to the enemy, even in action playback. * Bug fix for group-moves of mixed tanks and infantry, to ensure that FAST/RUN and MOVE orders are carried out appropriately. * Pillboxes: - Acquire targets a bit faster than other guns (it's assumed that they've pre-ranged to landmarks). - Carry a little more 'weight' when calculating the new position of the front lines in operations. * Bug fix that makes the 'setup' between campaign battles work out the same no matter how many times you reload the play-by-email file. * Bug fix so operations don't have empty white (Allied) or black (Axis) setup zones. * Bug fix: passengers disembarking out of sight of the enemy are no longer 'seen' as doing so by the enemy. A spot marker does not appear for the disembarked unit. * Fixed a bug that made vehicles moving in reverse immune to bogging down or striking minefields. * When placing cursor over an unidentified enemy infantry unit, your tank will be shown as "hull down" (if it is hull down) just in *case* the enemy unit is an antitank unit. * AI is less likely to fire off-map artillery smoke missions when overall visibility is poor. * M3A1 Halftrack, M3A1 Scout Car, and M5A1 Halftrack are not forced to remain buttoned up after suffering only one crew casualty. * Split squads rejoin when within 10m of one another, not 15m as before. * Fixed bug so you cannot get TRP bonus when adjusting fire, unless you are within 20m of TRP (was 100m due to bug). * Vehicles can only do a 'hide' order if they do not currently have movement orders. * Popup menus are not obscured by text-input fields. * Fixed a bug that sometimes slightly overloaded tank ammo between battles in operations. * Texture fix on Stuart V. * Fixed it so sound contacts right on the edge of listening range don't flutter in and out of contact, which made them 'bounce around'. * Fixed a bug that sometimes made target selection "jump" very quickly between different targets. * Fixed a bug that caused the TacAI sometimes not to regard foxholes as "sufficient" cover. * Fixed a bug that sometimes caused vehicles to stop on the map edge instead of exiting. * Data changes: - MG Jeep cannot carry passengers. - PzIV silhouette reduced. - Firefly's turret rotation speed is medium. Point value is reduced before September 1944 to reflect that no High Explosive (HE) ammo is carried. - 17pdr gun no longer has shatter-prone armor-piercing ammo (so penetration is increased). - Marder III armor changed. - Sherman Jumbo's speed and some armor values lowered. - Muzzle velocity slightly lowered on some German vehicle-mounted 75mm guns. - HEAT/Shaped-charge penetration values changed for some German weapons: 75mm howitzer, 75mm recoilless, 75mm L/24, 105mm howitzer, 105mm recoilless, 150mm gun, 150mm infantry gun - More AT guns, PIATs, and carriers added to British infantry battalion TO&E. - Vehicle point values adjusted slightly. - British M5 Halftrack added. - Puppchen is available on all dates. - British Carriers now have smoke mortars. - British rifle battalion may have MG platoon attached or not. - Polish may use the Cromwell, but not the Stuart, Sherman II/IIA/IIC, or Sherman III tanks. - Canadians may not use Sherman II/IIA/IIC or Churchill (exc. Crocodile) tanks. - M3A1 Scout Car and Humber Scout Cars are able to cross hedges. * * * * * * * * * * * * * * * * * * * * v1.05 8/24/2000 * * * * * * * * * * * * * * * * * * * * * Units will NOT switch away from an ambush marker target just because they have been spotted by the enemy. * Units area-targeting a building which collapses and has no visible surviving enemy troops in the resulting rubble will cancel their area target. * Buildings and bridges are labeled with "damage" or "heavy damage" when they've taken over 50% damage and the "Warning Labels" option is on. Additionally, they're listed with a '*' attached, like "light building*", or a '**' for heavy damage. * JPz IV and JPz IV/70 now have a bow MG, but it's somewhat less effective at short (under 100m) range than a 'standard' bow MG due to its simplified and somewhat underprotected mounting. * T8 Recon vehicle now first available in December 1944 (same time as arrival of M24 Chaffee). * Fixed a bug introduced in v1.04 that made some units with normally large ammo loads, in scenarios created with v1.03 or earlier, have ammo loads above 65000. * Roads are never considered "slopes", in order to make mapbuilding easier and avoid the problem of vehicles not being able to traverse *roads* on steep grades. * When a unit's last movement order is "rotate", and it tries to move through impassable terrain, the TacAI is no longer confused about the intended endpoint of the movement path if a new movement path must be calculated (bug fix). * Victory flags in a meeting engagement quick battle are more centered (to avoid giving one player too much of an advantage). * In previous versions, the TacAI was less likely to fire vehicle heavy weapons at bailed crews, but it wasn't as inhibited about wanting to fire the coax MG at them, which still caused the turret-swiveling-away-from-real- threats problem. So the coax MG has been "toned down" vs. crews like the main weapon (bug fix). * TacAI code for a tank swiveling its turret back to a forward position when it has no target is smarter. It will do so as default behavior except for a 2-3 minute period after the tank has targeted an enemy which had anti-armor capability and the tank is not moving or rotating (i.e. moving or rotating the tank will cause the turret to swivel back to forward even if the last target was an anti-armor threat). * Large guns like the 88mm AT are allowed to use the rotation order (this was a bug). * * * * * * * * * * * * * * * * * * * * v1.04 8/17/2000 * * * * * * * * * * * * * * * * * * * * * Play-by-email format has changed. Both players must use v1.04 to be compatible. IMPORTANT: Upgrading to v1.04 part way through a scenario or play-by-email is NOT recommended, due to a change in the way artillery ammunition is tracked (see below). * Scenarios created by v1.04 cannot be loaded by PREVIOUS versions of Combat Mission. * Artillery Forward Observers (FOs) track their ammunition by individual shells rather than by fire missions. So this will make it look at first like they now have 4 times as much ammo, but they really don't. Spotting rounds now count against ammo usage. Older scenarios are dynamically updated when loaded to account for this change. * Tanks are less likely to target a new, not-highly-threating unit which, to engage, would require significant turret or hull rotation away from a recent, important threat. * Tanks with no target do not automatically return turrets to face forward unless they are moving or hull-rotating. * Enemy units must be closer before full identification can be obtained. * Mortars now have a more difficult time tracking moving targets. * TacAI is quicker to move open-top vehicles away from mortar attack, and to recognize .50cal MGs as threats to light armor. * Armor penetration capability for high-explosive (HE) rounds fired from high-velocity cannon has been toned down. * Tiger tank now models the varying thickness of its mantlet armor (up to 200mm in places). * Armor penetrations by MG bullets and small AP shells are somewhat less likely to knock out the target (no change for 75mm and up). And crews of struck vehicles are less likely to bail out when no serious damage has been suffered. * MG fire against vehicles is now less effective (i.e. less accurate) if the firer or target is moving. * Reinforcements are placed better around entrance locations. * Small-caliber shells that enter a pillbox's firing slit are less likely to knock out the whole pillbox. * Vehicles with rear-facing guns (not including mortars) may not 'hunt'. * Bailed-out crews are never eligible for exit points. * Units are a little smarter about finding the "right" cover to move to when they come under fire or panic. * British 2-inch mortar is now able to run for short distances (like Panzerschreck), but ammo load reduced from 22 to 20. * Vehicles in hunt mode, whose guns are damaged, will stop movement and consider evasive action. * Very small changes made to vehicle unit point cost based on top armor thickness. * When one side surrenders, any prisoners it still has on the map are automatically uncaptured. * Slight modifications made to the firepower ratings for MP44, MP40, Thompson SMG, and Sten SMG. * Captured units cannot set off mines. And the code that checks for captured units escaping has been extended to allow units to escape (sometimes) even when enemy guards are nearby, provided that nearby friendly forces have a significant local superiority. * Bug fix makes passengers free to disembark and re-embark on assault boats without problems during battle setup phase and scenario editing. * Bug fix: there is no longer a problem with quick battles when the starting player chooses "human chosen" units and the other player has "auto pick", with the first player's setup phase being skipped. * Bocage blocks LOS less severely, provided the spotter or target is adjacent to the bocage (bug fix). * Sometimes very small reinforcement groups (e.g. one or two units) under computer control had a tendency to sit still and not get involved in the battle. This is fixed. * The No-Man's-Land Size setting for Operations no longer changes from 0 to 400 when saving/loading the file (bug fix). * Area fire target lines disappear automatically when a unit is out of ammo. * Movement paths created by the TacAI don't "hug" road edges so much. * AI bug fixed so it does a better job 'defending' against an enemy exit edge, even if the AI is the attacking force. * Vehicles with limited AP ammo were sometimes overly cautious about using it (e.g. SPW 250/9). This has been remedied. * Canadians have use of 40mm Bofors AA gun. * M3A1 scout car has 3 crewmen (driver and 2 gunners). * M3A1 halftrack, M5 halftrack, and M3A1 scout car can still fire one MG after suffering one crew casualty. * Two-man vehicles that suffer a crew casualty will only display only one crewman now (bug fix). * Recoilless rifles are placed better (graphically) upon transporting vehicles (bug fix). * When a vehicle towing a gun is knocked out, the gun is not visually 'trapped under' the vehicle (bug fix). * * * * * * * * * * * * * * * * * * * * v1.03 7/26/2000 * * * * * * * * * * * * * * * * * * * * * Play-by-email format has changed. Both players must use v1.03 to be compatible. * Infantry moving in the open is more vulnerable to casualties than before. * Small-arms units, especially MGs, fire more rapidly at units that are moving in the open. * Top-mount MG range increased for: Stuart, T8, PSW 234/3 * Vickers MG is available to British and Polish paratroops. * Running units spot enemies more poorly. * Mortar shell top armor penetration capability reduced slightly. * The 'front line' in Operations does not tend to shift quite as much in the attacker's favor as it did before. * v1.01 made pillboxes just a little bit too resistant to artillery. This resistance has been toned down slightly. * Fog of War 'preference' is remembered properly. * Unit point values have been tweaked, especially small recoilless weapons. Vehicles with veteran or better experience also cost more. * Quick Battles - Max length is now 60 turns. - Troop quality, weather, and time of day can be set to "random". - The automatic force chooser can now pick Conscript (on Low quality setting), and Crack and Elite troops (on High quality setting). - Allow a slightly higher portion of points to be spent on artillery. - In a 2-player Quick Battle, a reminder window appears to both players if there is a handicap in force size. - Attacker-to-defender ratio in points is slightly reduced. * TacAI (esp. for tanks) is less 'distracted' by targets of lesser importance. * Vehicle reinforcements are more likely to be placed on a road, if one is (very) nearby. * Operations have always been able to end when one side is "pushed off" their own map edge, but the algorithm which determines when this has occurred is more forgiving now, and allows the force to be "squeezed" up closer against that map edge before force-ending the operation. * Sound volume no longer automatically raised to maximum when CM starts up. * FOs are no longer automatically fully resupplied between battles in an operation. * Foxholes dug in Tall Pines terrain were treated (in part) as if they were dug in the open. This is now fixed. * Vehicles that button up or turn away are less likely to lose visual contact with their *current* target. * One can no longer change a rotation waypoint to a movement waypoint, therefore circumventing command delay. * Computer player is smarter about exiting units for points (when allowed by scenario). * Grenade and demo charge attacks against armored vehicles can no longer cause collateral damage to friendly units. * Random map generator no longer creates "spiky" hills. * Silhouette rating for M24 Chaffee reduced. * Bailed crews now have poor visual spotting ability. * When a sound contact to an enemy vehicle is lost, the sound effect of its engine stops too. * Units out of ammo will never be shown as 'reloading'. * Pillbox MG ammo no longer 'wraps around' back up to 254 or 255 shots. * Reinforcements in an operation are no longer sometimes placed in impassable terrain. * Turret penetrations are likely to cause more crew casualties than before. * Time penalty for adjusted artillery missions is slightly reduced. * Captured troops don't stay panicked for unreasonable lengths of time. * A bug which sometimes caused a unit which had just suffered a casualty, but had not fired, to say "reloading", has been fixed. * Split squads kept split at the end of a battle during an operation no longer have problems remembering the number of casualties suffered. * Sometimes in the scenario editor, squads split into teams would be given different squad I.D. numbers. This has been fixed. * Deleting a split-squad team in the editor simultaneously deletes the other team as well. Also, the point values for split-squad teams are corrected, and correct data is shown for them in the cursor-hotspot info window. * Sneaking is now more sensitive to incoming fire when it decides to stop (i.e. "advance to contact") * Occasionally during an Operation, a vehicle knocked out in a previous battle, when hit again, could produce a 'new' crew bailing out. This is fixed. * * * * * * * * * * * * * * * * * * * * v1.02 6/21/2000 * * * * * * * * * * * * * * * * * * * * * Quick Battles can have larger forces. * Unarmored vehicles and those with rear-facing guns are smarter about when to rotate the whole vehicle (TacAI). * Woods terrain doesn't "break" over elevation changes. * UNSPOTTED infantry won't ever fire panzerfausts at enemy infantry. * Heavy buildings are slightly less likely to catch fire. And firing bazookas and panzerschrecks from inside any type of building is slightly less likely to cause a fire than previously (from backblast). * Previously, if you canceled out of the password screen and started up a new 1-player game, CM would crash. This is fixed. * A sharpshooter's data screen lists main weapon as "sniper rifle" (was previously blank). * Several small bugs fixed in how aerial rockets damage armored vehicles. * U.S. Paratrooper battalion has 9 bazookas in its HQ Company, not 8. * * * * * * * * * * * * * * * * * * * * v1.01 6/14/2000 * * * * * * * * * * * * * * * * * * * * * Play-by-email (PBEM) fixes: - Both players MUST upgrade to v1.01. v1.01 cannot play PBEM with the original v1.0. This is due to bug and security fixes which changed the format of PBEM files. - Barbed wire does not lose its ability to slow down infantry. - Doing a normal save-game no longer causes the occasional skipping of one player's orders phase. - Units no longer occasionally target smoke toward the map corner. - There is no longer the occasional problem of being unable to give orders to a vehicle, seemingly for no reason. - Reinforcements don't arrive differently upon subsequent reloads of a PBEM file. - Vehicles no longer sometimes switch from 'destroyed' to 'abandoned'. - Captured vehicle crew are counted properly when one side surrenders. * TacAI fixes: - Less fickle with targeting changes, i.e. targeting 'stickiness' increased slightly. - Buttoned-up tanks are less likely to target low-visibility targets (like hiding infantry) at longer ranges, even when the target *is* spotted by another friendly unit. - Less likely to fire smoke at less-important targets, especially ones that are already pinned down or panicked. - Paths made by TacAI no longer occasionally have visually 'floating' waypoints. - Judges 'cover' behind stone walls and bocage properly, not prematurely forcing units to abandon these positions as if they're too exposed. * New explosion graphics (when using "high quality smoke" option) * Camera can rotate on a 'point' rather than around a circle (SHIFT-J option). * Units can hide during setup. * Handicapper unit choice is more logical. Can also go to +200%. * Player can give the AI an "experience bonus" that raises all AI units from 1 to 3 experience levels. * Infantry "close combat" versus armored vehicles has been reworked: - Demo charges and grenades thrown at armored vehicles now have a visible blast wave. - Tossed demo charges vs. armored vehicles are more accurate. - Various bug fixes * Some computer-player tweaks, including no longer moving gun-damaged tanks into the map corner. * Nonmoving infantry is slightly harder to spot (i.e. max range decreased a bit). * Pillboxes are slightly harder to spot (if in cover), and can 'hide' (which helps save ammo). Also, they are now far more resistant to artillery. * In hotseat play, uncontacted enemy vehicles' engine sounds are not audible. * Flamethrowers stop firing once their AREA target is burning. * Map elevation algorithm is improved, making roads run more smoothly up/down hill faces, not stair-stepped. * Gun crews won't abandon their (functioning) guns until they're fully ROUTED (rather than BROKEN) provided they have less than 50% casualties. * Sneaking units, when fired upon in cover, are more likely to stop and return fire rather than keep moving. * In the action phase the rewind button would sometimes cause a building-destruction animation to play at the incorrect time. This has been fixed. * Fanatic units are subject to panic (like normal units) when attacked by flamethrower. * Captured (or escaped) infantry is allowed to move at run speed, regardless of initial weapon type. However, this can only happen as a result of running for cover when under attack; no captured unit may be given orders to "run". * Smoke shells leave a small impact crater. * When a unit kills an enemy armored vehicle, it now (usually) plays the appropriate voice sound effect. * "Detailed armor hit text" is not shown to the enemy when a vehicle is hit by a mine or artillery outside of enemy observation. * When repositioning a unit during setup, the colored line always turns red to indicate that a position is not allowed. * Sound contacts are no longer indicated (to the enemy) as knocked out or destroyed even if they actually are. And if destroyed, they are not shown on the map at all. And they are never shown as being located off the map edge. * Armored vehicles are slightly less likely to be immobilized or receive gun damage from nearby blasts (e.g. artillery). * You can give movement orders to bogged vehicles, which they'll execute if they're able to un-bog. * Split-squads' casualties are tallied correctly in the after-action report. * 'Target Next' order works for vehicles with machineguns but no main gun. * 0 vs. 0 final score is reported as a 'draw' not an Axis victory. * Units 'notice' more quickly that an enemy unit has surrendered, and don't shoot at them just seconds after surrendering. * Bailed vehicle crews who are less than 'fully' spotted are drawn with generic infantry uniforms. * Infantry moves more slowly on slopes. * Automatic force picker for Quick Battles picks fewer defensive fortifications. * Captured guns and mortars are tallied correctly in the after action report. * Interior graphic problem with the SPW 251/1 halftrack fixed. * If a tank became immobilized while rotating its turret, sometimes the turret would keep spinning. This has been fixed. * If you move a vehicle carrying passengers during setup, its passengers' command and control links are updated immediately and correctly. * No 'reinforcements have arrived' message is shown if all of them are airplanes. * Vehicles in 'hunt' mode are a little more likely to stop before shooting. * Sometimes the 'hide roofs' and 'transparent buildings' options would interfere with one another. This has been fixed. [continued below] - Chris
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by jshandorf: Kripes sake... By the time CM2 comes out you should be able to pick up a GeForce2 MX 32 Meg DDR card for UNDER 100 bucks so quit yer cryin.<HR></BLOCKQUOTE> And the $100 video card upgrade would help laptop users how, exactly? Besides, software mode is always a fail-safe mode for folks who have problems with their machine not initializing the 3D graphics. Without software mode, you get nothing (or a crash back to the desktop or even a full system crash). Fun fun fun! BTW, does anyone have the exact quote from the article? Is 800x600 an absolute minimum or just a recommended minimum? Seems odd that BTS would remove a basic video mode from the game; rendering some cards completely unusable. - Chris
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Shatter: Now does this mean all Voodoo video cards in general, or just the Voodoo 1 video cards. <HR></BLOCKQUOTE> Haven't read the article, but I assume it only means the 4MB Voodoo 1, which doesn't support anything above 640x480. But the mention of a 800x600 minimum does bring up another interesting question. If the game min is indeed 800x600 does that mean that 640x480 software mode is now unsupported (IOW, you HAVE to have a 3D accelerator in order to run CM2)?!? I certainly hope not. I'd imagine there are a good number of devoted CM fans who don't have a 3D accelerator who are looking forward to CM2. - Chris
  21. Thanks for the info on the SU-76 TDs and ZiS-30. And just to correct one other AFV, the SU-76P carries the really short 76mm M1927 regimental gun, not the L-10 gun. - Chris
  22. It's mostly been answered, but just to check whether I have it right, here is my list of the various AFVs discussed: Tanks IS-1 (IS-85) - 85mm D-5 gun on IS chassis IS-2 (IS-122) - 122mm D-25 gun on IS chassis IS-3 - IS-2 with a different turret Tank Destroyers SU-76 - unknown 76mm gun on T70 chassis SU-76M - 76mm F-34 gun on T70 chassis SU-85 - 85mm D-5 gun on T34 chassis SU-100 - 100mm D-10 gun on T34 chassis Assault Guns SU-76p - 76mm L-10 gun on T26 chassis SU-76i - 76mm F-34 gun on captured PzIII chassis SU-122 - 122mm M-30 howitzer on T34 chassis SG-122A - 122mm M-30 howitzer on captured PzIII chassis ISU-122 - 122mm D-25 gun on IS chassis SU-152 - 152mm ML-20 howitzer on KV chassis ISU-152 - 152mm ML-20 howitzer on IS chassis Hope that helps. And hope it's correct. And a few questions. What gun is on the SU-76? Is the 76mm F-32 gun mounted on any vehicle? Is the 85mm gun on the KV-85 the same as the one on the IS-1? This stuff can be real confusing. I really hope BTS tries to identify the gun mounted on each AFV in the stats window. Inquiring minds want to know. Thanks for any help. Sources: Red Steel Russian Military Zone Wargamer Weapons data Red Army Handbook - Zaloga Encyclopedia of Weapons of WWII - Bishop - Chris
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by Abbott: I have the Terrain Effects chart posted here. Player's Guide (under construction) <HR></BLOCKQUOTE> Hey, cool site! Lookin' good. But is there any chance you could nuke this line: <meta content="no-cache" http-equiv="pragma"> It forces you to re-download the main page every time you go back to it. Kinda annoying. The write-ups are very nice. They explain things well and go into some detail but don't get bogged down with excessive rambling. Good stuff. Just a couple of notes: There are two different size foxholes: large and small. Squads (even half-squads) and gun emplacements create the large foxholes and Teams/HQ units make smaller ones. You can actually fit 2 teams into a large foxhole (on different sides). You can only spot the daisy-chain minefields. Regular AT and the AP mines can only be found by running over them. Also, engineers will remove daisy-chain after a turn or two without wasting one of their demo charges. But to remove regular minefields they need to use a demo charge (think of it as representing a bangalore). Good luck with the site! - Chris
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzer Leader: Hmmm, interesting, do go on...<HR></BLOCKQUOTE> I would, but that's all I know. And even some of that is assumed. <BLOCKQUOTE>quote:</font><HR>I think we need to get to the bottom of this.<HR></BLOCKQUOTE> Well, until BTS releases a units list I really don't know if we're going to get very far. - Chris
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by SuperTed: Check out which site changed its name to Chris' CM Database.<HR></BLOCKQUOTE> It's not my fault; he made me do it! - Chris
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