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fatherof6

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About fatherof6

  • Birthday 10/19/1964

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    Rolla, MO
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    Formerly known as "fatherof4" on this board but now I'm really a "Fatherof7"!
  • Occupation
    chemical engineer

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  1. And cross the bridge where the AT gun could shoot at them (but fortunately miss): As my turn ended, 4 guys were across, 3 were on the bridge, and 4 would cross next minute: To make a long story short, from this fan's perspective, what I'd like to see is that if I can't cross a water tile, don't let me put a waypoint in it just like I cant put a vehicle waypoint in a building. If that's not achievable for some programming reason, I totally understand. I'm just want to help make a great game a tiny bit more intuitive. Thanks for listening, Glenn
  2. It looks like I figured out how to post images. A few hours sleep does wonders for my brainpower. I can't access this scenario's map with the demo editor but I'm assuming all the tiles on the Road to Berlin map are water and not deep or shallow fords. If that's the case, then I don't think my troops should be able to go into the water: Let alone get to the other side initially: If my final waypoint had been in the water, this is what it would have looked like: If it had been and I split my squad at that point, one could get at least a third of a squad across water when the scenario designer didn't intend it. But as it was, an instant later, all the guys who crossed over ran back into the water and up the bank:
  3. Thanks for looking into this. I can't figure out how to post screen shots and I'm tired and going to bed. The best I can do for now is post links. I do know how to do that. INTO THE WATER http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=Enteringwater.jpg SOME ON OTHER SIDE http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=Someonotherside.png EVERYONE ON THE WAYPOINT http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=Everyoneonwaypoint.png BACK TO ORIGINAL SIDE http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=Backtooriginalside.png AT GUN MISSES http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=ATGunmisses.png END OF TURN http://s1181.photobucket.com/albums/x433/gmgiesey/?action=view&current=Endofturn.png
  4. First of all, I must say I love the game. Another home run from Battlefront. Thank you for you high quality work. I've read the manual and did a search and didn't see this issue covered anywhere. If it is, I apologize in advance. BUG or FEATURE? From the Road to Berlin - Demo Tutorial *** Spoilers *** Playing through tutorial 2nd time before moving on to other demo scenarios. This time, I decided to go down left side of battlefield instead of down middle/right. So far, it's going even better. Of course it helps even more to know what I'm up against. Anyway, it was time for me to cross a stream for the first time ever in CMBN. In CMSF, we only had that swampy low ground that even infantry cant enter. I knew water looked different but didn't know how CMBN modeled it. Since I thought that the AT gun covered the bridges and my mortars hadn't knocked it out yet, I really wanted my guys to ford the stream down low rather than cross the bridge up high. So I put my squad's 1st waypoint in middle of the stream and 2nd behind wall on other side. I found that you can put waypoint on bridge or in the stream. I assumed that if I just had put a waypoint on the other side of stream, the pathfinding would have picked quickest path (foot bridge). Since my cursor didn't change color when I put it in stream below bridge, I assumed everything was kosher. When I ran my turn, my pixeltroopers did the unexpected. They all ran into the water and some crossed to other side. After everyone had settled on waypoint 1, instead of guys on original side following others across, guys that had already crossed preceded to go back into water and up to original bank so they could go across foot bridge, led by guys that never got into water in first place. Since I'm not sure what's going on, I wanted to post this writeup and screenshots so Battlefront can take a look at what happened if they're so inclined. I've also saved the game turn movie file if they want to look at that too. Glenn --------------------------------------------------------
  5. I'm never sure if Steve's daily posting pace is good news (his part is done! ) or a bad (game is still weeks away ). Anyway, is going "Gold" still the CMBN project's penultimate milestone like it was way back in the Dark Ages of CMBO's CD-ROM? Glenn
  6. I'm sorry to hear this Matt. Keep us posted. Like the rest of us, I'm sure you have a lot better things to do than rebuild your systems. I just hope no permanent damage was done. I for one REALLY appreciate all that you've done for CM. No good deed goes unpunished I guess. I have no doubt that you, like the RCMP, will eventually get your man. Glenn
  7. Try the Article section at CMHQ http://combathq.thegamers.net/articles/articles.asp . If you poke around in some of the other CMHQ sections you'll find a wealth of good information. But I'm not aware of any single "Primer" posted on the net. Glenn
  8. Ratio (attacker points/defender points) Assualt (2 / 1) Attack (1.6 / 1) Probe (1.35 / 1) Meet. Engagement (1 / 1)
  9. Chris, While watching the US turns 16 through 20, I was struck as to how separated several of your squads were from their platoons HQs. If you had to do it all over again, would you keep them closer together? I work pretty hard to maintain all of my squads within command and control as much as possible. About the only reason I stray from that philosophy is for scouting purposes. Maybe this is too conservative on my part but it seems to me that in this game, you erred in the other direction. Even after you found some of Fionn's forces, how much effort was made to come back together for combat? And is that anyway to treat your scouts? Glenn
  10. Paul, you still can watch the movies. Just put the 1.01 version of the file "Combat Mission.exe" in your CM folder, renamed of course, and launch that file when you want to watch an old movie. The biggest thing this AAR taught me (and I'm already applying in my PBEMs) is the concept of an defending a large piece of ground with a few units by forming little independant groups with AT and anti-personal capability.
  11. Thanks BH. That's just what I was looking for. I always assumed the pattern was bigger for bigger tubes but that obviously isn't the case. FYI guys, Bullethead is in charge of the arty rules for the CMMC and he's just published a 50+ pg draft of them for review by the GMs. The work he's done for that pales in comparison to the data he just listed. I just hope we can implement these rules because they'll certainly add to the realism of the whole campaign. I can only imagine how much time you've spent working them up. Thanks again, Glenn
  12. Chris, Do you remember when you figured out that Fionn's Panther had a damaged gun? Glenn
  13. I know that CM is supposed to be intuitive but the engineer in me finds it very helpful to have "rules of thumb" for situations that rapidly can change. The main thing I'm looking for now is some sort of idea on the spread of artillery. After killing more of my own troops than the enemy's with an arty strike in a recent PBEM, I thought I'd come here and benefit from other player's experience. I mainly would like to know how close I my troops can get to an arty target before I need to start worrying about friendly fire casualties. I know big 155mm guns have a much larger fire pattern than 105mm or 75mm, but how much larger? Does it vary with the experience of the FO? Does it vary with countries? Before I go through the editor and test all these myself and repeat work someone has already done, I thought I would come here and ask. Thanks, Glenn
  14. Old news Charles. http://www.battlefront.com/discuss/Forum1/HTML/007651.html Since you are co-designer of this wonderful game we won't give you too hard time for not searching though. We know you are hard at work on the 1.03 and TCP/IP patches after your well earned vacation. Glenn
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