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Holman

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Everything posted by Holman

  1. Hmmm. I seem to recall vaguely that someone else had this problem. I would try contacting GreenAsJade--that's his user name here, and he created and maintains CM Helper.
  2. Thanks for the hard work! I look forward to this culminating version of your sound mod.
  3. I like having the choice of theaters. And I am *thrilled* that BTS has committed to keeping them all up to date with the latest engine.
  4. When you say "nothing happens," do you mean the application itself doesn't start, or it doesn't find your games, or what? Please describe in detail.
  5. I agree. The deep red for Soviet setup zones really obstructs terrain. Please fix or do somefink!
  6. I'm just wondering if I've missed any discussion of version 3 for CMBN and CMFI. The original talk was of a release a couple of months after CMRT, and we're getting there pretty soon. Has there been any confirmation that the update is coming sooner than later? Are we looking at days, weeks, or months?
  7. (Not to be a pessimist, but that billowing smoke could be from a jeep or truck. If you were firing HE at a MG nest, it would have to have been lucky indeed to kill a tank.) Speaking of luck, I still recall the luckiest hit I ever had. It was in CMAK, way back in the last century, and the final round of my artillery strike went through the roof of a StuG during the last 3 seconds of the final turn of the game. This flipped the victory location to me, and I won by a handful of points.
  8. Is it related to this anime-girls-WW2 card game?
  9. Why not just cancel the fire order with one click and start again?
  10. Well, it is when the whole engine depends on two programmers. The coding might not preclude these additional touches, but time is finite. In my experience, the things that really need to be added to CM eventually get added to CM. This may be one of those things.
  11. One point about sharpshooters/snipers is that you actually shouldn't expect them to do anything at all. Hollywood has over-sold the drama of WW2 snipers. They had an effect and certain special cases were stunningly interesting, but these were definitely not typical. Trying to base your CM planning on that standard will not get you very far. I typically use them as scouts and then leave them in positions to shoot targets of opportunity, but I don't expect anything to hinge on their performance. I'm not sure I understand John Kettler's point above about setting a cover arc on the spotter and letting the AI handle the shooter. A two-man sharpshooter team is one unit, and a cover arc on it will prevent the sniper from firing as well.
  12. Ah, I found a solution. All the Italian weapons are included in the combined Marco/Juju interface put together by von Albert.
  13. Ah, I figured it out. It's because I'm using Vin's Animated Text, which changes the word "Casualty" to a cross both on the left-hand soldier state display and on the weapon slot panel. To change the cross to the word "CASUALTY" while keeping the rest of Vin's great mod, you need to replace text in "strings.txt". The entry to change in "strings.text" in Vin's Animated Text is the item right after "Routing" under "Soldier State Display". It looks like a superscript 23. Change this: <E>²³ to this: <E>CASUALTY (And of course use a different line if you're playing in another language.)
  14. I've only recently started using Juju's UI updates for CMBN, CMFI, and CMRT, and I think they're excellent. I just noticed that some Italian weapon silhouettes are missing from his CMFI. I'm using v3 (originally for CMBN) along with the CMFI weapon slot add-on. The following weapons (at least) are missing: Brixia Breda L/32 Cannone da 47 M31 I'd love to see these added for a consistent visual style. The mod is great!
  15. I'm confused. I have never seen this "casualty" text in CMRT--I only see the red cross on top of weapons that have been killed. This is true both with vanilla and with JuJu's UI mod installed. Am I missing something? I much prefer the casualty text to the red cross. How do I get it?
  16. I have dim memories of learning this and being very impressed. I am now impressed all over again!
  17. These look great! However, one thing I noticed. I did a test in the scenario editor, and some of the company commanders in a Guards Rifle Battalion have blue pants. Is that WAD?
  18. I've just realized something I didn't know about split squads / teams. I stumbled across this just now in CMFI, but I expect it applies to the whole engine: I had split a rifle squad into three teams. One of them had become Broken, and another was Shaken (and thus unable to accept orders). The Shaken team ran into the building where the Broken team was located, and the two combined into one Broken (not Shaken) squad. Shortly thereafter, I split the squad again. It divided into the earlier two teams--one of them Broken and one of them again Shaken. Does this mean that CM actually tracks the morale state of teams individually even when they are combined into a squad? Is it actually tracking individual soldiers' morale, not just the morale of the whole unit?
  19. Shhhh... Don't disturb them. They only mate once a campaign!
  20. I think the simplest explanation is that the CMx2 engine shows crew position and soldier movement but does not animate "micro-movement" like ducking and dodging. Maybe the crew heard the shell coming and pulled their heads in just in time. Given the number of unbuttoned crewman I *have* lost to bullets and shrapnel, I'm willing to accept that sometimes they have better reflexes than are drawn on-screen.
  21. I agree, and wish it were always clearer. But I usually check unit facing by Tabbing on them.
  22. I think you're asking for the player to be given control of behavior that's really the purview of the TacAI. The intersection of morale, training, and circumstances usually results in realistic behavior. I think CM soldiers already deal with possible threats (such as MP40s behind doors) pretty much as real soldiers would. When soldiers are nervous and close to breaking, no amount of player-set SOP should be able to make them bolder than they are. They're not robots. We could probably proliferate as many new movement orders with SOP conditions as we wanted, but we would still run into frustrations and non-intuitive results: "I wanted them to stop only if they met a SIGNIFICANT threat, but they stopped when they took fire from a single rifleman!" I *do* think it would be better to continue improving the TacAI. But I like that the game expects the player to do the harder work of splitting squads, providing fire, and setting intelligent movement orders. And accepting realistic risks, of course.
  23. It has always been this way. It would nice if it were cleaner. Still, you can always select a unit by clicking on its floating icon, so you never have to click on an individual soldier inside a building.
  24. I've never even thought of this (because I always play WEGO). It certainly makes sense and explains why ASSAULT is there.
  25. In circumstances where shared suppression would be a problem, just split the squad. CMx2 is really designed around the idea that squads will be divided into fire teams at ranges where fire and maneuver matter. I think going to FAST is a function of survival, not tactical doctrine. It presumes that you have given a destination waypoint that is a good place to stop, so the soldiers run there instead of halting in the open where they are taking fire. I don't think firing while running is very effective. Running to catch up with the grenades you've just lobbed is even less so. ASSAULT at least builds in overwatch to (hopefully) prevent the assaulting element from taking so much fire as to lose their momentum. The best way to handle that 20-yard rush is to give one or two 15-second TARGET BRIEFLY commands combined with one or two 15-second PAUSEs, followed by a QUICK or ASSAULT move onto the target itself.
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