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Apoc

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Everything posted by Apoc

  1. Lorak, I was manuevering behind the pillbox to get in position. My Squads decided it was a good time to go suicidal. The AI made the decision for me. We're not talking about green troops, either! These are the Cream of the British Army... None of those Squads had sachels. They had grenades, but that's it. My engineers never made it across the bridge. [This message has been edited by Apoc (edited 06-24-2000).]
  2. Three Squads, correct. I wasn't thinking rationally... [second glance shows not three, but FOUR squads. However, the bunker could have exploded? It's hard to tell] Here are the links to the screen shots and my saved game, Beginning.cmc. Oh for those who just HATE SPOILERS, don't click on these links. But for those who want a chuckle, feel free. http://personal.mia.bellsouth.net/~kassad/pics/wth.jpg http://personal.mia.bellsouth.net/~kassad/pics/wth1.jpg Saves game == Movie? http://personal.mia.bellsouth.net/~kassad/pics/Beginning.cmc [This message has been edited by Apoc (edited 06-23-2000).]
  3. Infantry conducting close assaults/attacks sometimes blow themselves up. This evening while playing an Operation, one of my infantry platoons closed within 10 meters of a Halftrack. The infantry platoon knocks out the halftrack, but at the same time my 10 man platoon vaporizes. I attacked the halftrack from its rear quarter, thus my platoon was entirely out of the halftracks firing arc. When this occurred I thought it a fluke. But later on in the scenario, I conducted close range attacks at the REAR of a pillbox. This time I lost THREE ENTIRE platoons of infantry. The pillbox ignored the carnage. Here's what I think is happening: The infantry are strapping grenades to their forehead and ramming the target. I do have sceenshots... but the last time I posted them, folks went ballistic It appears Infantry Tossing Grenades don't care if they are within the blast radius or not AND they don't care if a friendly is within the blast radius. I can understand and errant grenade causing friendly fire. However... the blast radius of a grenade is limited by the undercarriage and or deck of a halftrack. Assaulting a pillbox from its hind is entirely too lethal when several of your units are within the blast radius.
  4. Thanks Charles. I'll download the patch. As for the screams concerning Spoiler information it's pointless to elaborate.
  5. Similar problem, but the solution was easy. Control Panel >> Logitech Mouse >> Pointers >> Use Default. All my CM related video problems went away. Try it out and see if it fixes your game.
  6. Not much of a spoiler since my screen shots are done at the beginning of turn 2. The Axis setup is immovable. Plus this is Viller-Bocage... Quite renown. The turret travsering happens quite a bit. It's very unwise to charge a known enemy location by rotating your turret 180% off of front centerline! My problem with the AI is that it's assuming a very Distant threat outweighs a closer REAL threat. No Tank Commander is going to do what is happening in this particular scenario, especially SS-Hauptsturmführer Michael Wittman. It'd be nice to have an option: Ignore all targets > 100m, >200m, etc... I'm not looking to micro-manage my platoons/units, but during this scenario (I played on) my Tigers traverse 180%, lose sighting, traverse another 180%, lose sighting again, then the turns comes to a close because Tigers do not enjoy a fast traversal rate. The AI is not cooperative and this scenario is really showing the limitations when units flitter along the borders of the 'map'. Realistically, my Commanders would not play yo-yo with their turrets. But, it's happening a lot otherwise I wouldn't have bothered to post my comments.
  7. The AI for armor appears to have a quasi-weird threat indicator. I've been having a go at Operation: Villers-Bocage. The best way I can explain the AI's behavior is to show pictures. Image 1: My armor is advancing on Allied Armor. Yet pay attention to the turret position. Now take a look at what this Tiger thinks it should be shooting at: The Tiger is advancing on an Allied Armor location. Even though the Allies have dropped smoke to screen their retreat, my Tiger thinks it ought to swivel its turret 180% to take pop shots at a M5?, which is nearly 2k distance. Whereas, a KNOWN Sherman-II Firefly (plus other British Armor) is mearly 270 meters dead ahead. Nevertheless, the Tiger fast move plot is still visible from the previous turn. My armors' turrets play yo-yo while I'm advancing two directions along the same road. A Tiger by Viller-Bocage might get LOS to a British Armor 2.5KM's away. Predictably, my Tiger will attempt to rotate its turret to take a pop shot at some obscure tank even though I know there is enemy armor within 250m behind an obstacle. The AI needs a HIGHENED threat indicator for nearby enemy locations, which are clearly visible by a Nationality Flag.
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