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Holman

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Posts posted by Holman

  1. Sure thing Jock,

     

    just rename the optional hull this way:

     

    m1200-hull 2

     

    Not exactly a 5 to 1, but there'll be some hulls with the panel.

     

    Can't you also make multiple copies of the basic hull, each with a different number?  If the first 5 are copies of the basic and the sixth is the one with a panel, you'll have a 5-to-1 ratio (on average).

     

    My assumption is that game picks one of the series randomly whenever it spawns the vehicle.  Is that not it?

  2. One useful trick:

     

    Give a turreted vehicle a Target Briefly order combined with a 15 second pause, then give it the shortest possible move order straight forward or back.  At that new waypoint, plot another Pause/Target Briefly and then give another tiny move order, and so on.  With this method, you can have a single well-positioned vehicle lay heavy suppression on three or four different targets (for instance, a line of adjacent buildings) in a single minute.

  3. So...

     

    Select unit -> Pause 30sec -> Target Briefly 30sec -> Fast

     

    Then they will shoot for 30sec and then move ?

     

    Yes.  I do it all the time.

     

    In this case the Pause and Target Briefly orders are tied to their initial position.  You could even have them run somewhere first and then (selecting the new waypoint as the order location) have them Pause there and Fire Briefly there before moving on to a third location.

     

    This is especially useful for storming a building.  Rush up to the outside wall and Pause there 15 secs, Firing Briefly inside before rushing in.  Your units will spray in through doors and windows and also toss grenades inside before entering.

     

    You can get a similar effect by using just Fire instead of Fire Briefly, then attaching an Facing order to the final waypoint.  Facing cancels any Fire orders in place.

  4. 1984-present(page 20&21)- Light infantry reduced to 9 men with two teams of four due to personnel constraints. During this time the light infantry finally get a proper light machine gun in the M249. Mechanized infantry run into some complications as the Bradley IFV(at the time anyway) could only fit nine people. At first it was a driver and gunner with seven dismounts. After they realized that a vehicle commander needs to stay with the Bradley at all times the dismount force was reduced to six. Assuming CMSF and CMBS got their TO&E correct there has since been space carved out in the Bradley for a nine man dismount squad identical to the light infantry.

     

     

    Actually, the game's Bradley fudges reality slightly.  From the manual (pp. 73-74):

     

    "Note: We have artificially increased the passenger capacity of the M2 Bradley to accommodate a full rifle squad. In reality, a full rifle squad cannot fit in a Bradley, so there is a complicated cross-loading routine that results in members of multiple squads mixed together in the platoon HQ Bradley. Needless to say, simulating this is more trouble than it is worth!"

  5. Sorry guys have to ask :( I love the new textures BUT so many download links. Which ones to download?

     

    All of them!

     

    Do what I did:  start at the end of the thread and move backwards, downloading mods as Kieme posts them.  Eventually you'll come to a post that includes links to all the mods he has posted so far, so you can stop moving back at that post--everything up to that point is listed there.

  6. At the risk of sounding like a complete buffoon, where do I place the mod file? does it go into the data folder, or my z folder?

     

    I think it's expected that we don't use a Z folder now.

     

    For CMBS (and also CMRT and CMFI--everything after CMBN), the standard is for mods to go into the "Mods" folder in the Documents location, like so:

     

    C:\Users\Admin\Documents\Battlefront\Combat Mission\Black Sea\User Data\Mods

  7. I've been playing exclusively WeGo since the release of CMBN, mainly because I play a lot of PBEM.  It occurs to me that I don't know how the AI actually performs in Real Time play. 

     

    I know that (regardless of WeGo or RT) the AI works from a script set by the scenario designer, and I assume that everything that happens beyond that script is the responsibility of TacAI only.  If this is the case, I would guess that RT play gives the player an even greater advantage over the AI since he can stop and give orders above the TacAI level whenever he wants to rather than having to wait for the one-minute turn to end.

     

    For those who have played a lot both WeGo and RT against the AI:  do you see a difference?  Is RT a dramatic "force multiplier" for the human player?  Or does it (for some reason) go the other way?

  8. I've got a question about tanks and other vehicles spotting the enemy:  when hunting, is it better to be unbuttoned (getting those eyeballs out in the open) or to remain buttoned?

     

    In the WW2 games, unbuttoned TC's have a spotting advantage because they're not limited to narrow periscopes and viewblocks.  In the modern era, however, vehicle-mounted FLIR and other electronic viewing devices are better than the naked eye at spotting hidden enemies:  a vehicle or infantry squad hidden in the trees might stand out like a sore thumb on a thermal viewer.

     

    So, in CMBS, is it better (in terms of finding the enemy) to be unbuttoned or buttoned?  Does an unbuttoned TC lose the spotting ability of the vehicle's electronic sensors, or is it assumed that the gunner (or someone else) is using them while the TC looks around?  What about at night--do TC's generally have night vision goggles even when regular infantry (such as Ukrainians) don't?

     

    I know that unbuttoned commanders are more vulnerable to enemy fire, but I'm not asking about that.

  9. CMSF was a locate then stand-off and blast game - the OPFOR had nothing it could counter such tactics with. Even IEDs weren't much of a threat as you had the firepower and ammo to shoot up anything that could be even remotely considered an IED location.

     

    A game about thinking how to keep losses to a minimum rather than thinking how to engage and defeat a stead-fast opponent who could potentially beat you quite badly if you messed up. Messing up in SF was losing a few guys to an IED or an unspotted formation - not losing the battle.

     

    Yet somehow I lost lots of battles in CMSF, and I had fun doing it. 

  10. The fun of CMSF was how asymmetrical it was.  We have WW2 for stand-up fights, and now we have CMBS for conventional warfare with the latest high-tech equipment.  I'd love for CMSF2 to keep its focus on the original imbalance of forces but to add features making that imbalance even more interesting:  false intelligence, more robust infiltration, civilians, scripted events, etc.  Bring the asymmetrical elements to greater life.

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