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McAuliffe

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Posts posted by McAuliffe

  1. Of tanks and bazookas: as far as I've played it, I never saw my own bazookas taking out a single armored vehicle or tank; as for the AI the bazooka or panzerfaust teams are deadly as they should: we need to dig further into this. Just for a comparison test is there anyone who can create a scenario of the kind we had in CMX1 St.Anne Chapelle? There I remember the heroic AB bazooka team hidden and with armor covering arc took off three HTs! If I find the time I would do it myself...

    You rang My Lord...WIP

    Chapelle Ste. Anne.

    chapellestanne.jpg

    Church of La Gleize.

    churchn.jpg

    In the woods in the far distance is Chapelle Ste. Anne.

    overviewd.jpg

    View on the Roanne valley from the Werimont farm.

    werimontfarm.jpg

    Swimming pool, courtesy US Air force.

    swimmingpool.jpg

  2. 1. Follow the leader command (don't want to flog the dead horse over that, but ...)

    2. Target lines

    3. Transparent overlay for bitmaps in Editor

    4. Get rid of the 'memory leak' or whatever you call it, that makes your computer crash

    5. Water able to flow over multiple elevations .

    6. Follow the leader command ...

    Oh... and Kingtigers, snow, 20 mm flak and mortars firing from half tracks, but I will show patience for that.. not too long though.

  3. Page 120 of the manual says "Heavy forest is impassable for vehicles (regardless if you add trees or not ) "

    In order to help the AI a hand to stay on the road with their vehicles, I put the road tiles on Hvy forest tiles, thinking that this would confine vehicles to the road they are driving on.

    Unfortunately this seems not to work, jeeps and trucks happily cross heavy forest tiles and get stuck in the hedge or fence aligning the road or thunder into a ravine. Well not all of them, but the AI loses a lot of vehicles due to reckless driving.

    Is this a bug ? Or is it intended that vehicles can leave the road even if hvy forest tile are overlaying the road tile?

  4. Not sure, If I understand the read me file correctly. It says that there are brz files for each type of vehicle, terrain or unit, but all what I see in the data folder is one Normandy V100A.brz and one Normandy v100B.brz file, which one should I put in the input folder in order to access e.g. editor interface bmp's?

  5. I agree on the highway tiles, but actually I don't know how the Route Nationales were looking in Normandy in 1944.

    The dirt roads look a little bit too much like a track in a city park . I would prefer the middle section showing some weeds and grass.

    But what I would like to see modded first are the marsh tiles. I guess most designers now use them to make brooks and creeks meandering through prairies at the higher elevations. I would look nice if they would actually show some water in it. I remember Thomas Klimish made some excellent adaptation in CMBO .

  6. I'm still savouring the irony that a poster named MCAULIFFE dared to start a thread with the title "How to Retreat".....

    LOL, but you have to keep in mind that Gen. McAuliffe actually referred to the defense of Bastogne as being an half inflated balloon or punching ball. He could not have withstood the German onslaught if he had not made a tactical retreat in certain sectors. Better to have your men withdraw and fight another day then to hold the line until the last man has been killed.

    I admit, eventually he didn't have much room anymore to play with, being the perimeter only a couple of clicks away of his HQ.

    As already stated, retreating is kind of a art. I recall that during my compulsory service time, the reigning doctrine of the Belgian army was to fight delaying actions until Uncle Sam would come and help (...or turn W. Europe into a nuclear wasteland for that matter, as some were fearing)

    Setting all philosophic and tactical considerations aside, I was actually looking for the best command in CMBN in order to sneak away.

  7. Being a Belgian, I had to ask.

    What's the best way to get out of trouble...? I have been experimenting with a reverse assault order and keep cover arc towards enemy, but since often units are too small, you cannot give always such order. What are you doing when you want the heck out of the place , but want to withdraw in an orderly fashion?

  8. Why, way back in the olden days we had Valley of Trouble for breakfast, lunch and dinner and we were damn glad to have it, too. Why, I remember walking uphill, both ways, through that map and stumbling over pixels that were so big that it took a month of Sundays just to get around them. We didn't have no fancy "call for fire" to help us out none, neither...there was none of that new fangled linear or point targeting, we just had these FO's that moved their heads back and forth like LEGO men and had binoculars that looked like two big fat Tootsie rolls duct taped together, and that was it.

    Oh, and them crazy engineers would shoot big, square gobs of fire at you, and everything burned, and those big blocky enemy soldiers had knives and clubs they would use on you...I tell you, it's all different nowadays, 'ceptin' mebbe the voices...anywho, that's how I met your mother.

    Looks very nice. Thanks for making it.

    Yes, but in those days we could play this game with a 450 Mhz Pentium III and a 16 MB Voodoo Banshee graphic card and design 3 x 2 km maps.

    Now I have a 2.7 Ghz and 64 MB video card and cannot play the game even at lowest resolution. What do improvement of graphics matter if you cannot see them?

  9. Hi

    I am playing around with the editor and so far I have encountered a couple of odd things.

    1. What tiles do you need to use for making a T-junction that is diagonal oriented? Seems I cannot make a junction with 90 degrees angle.

    2 Why do the icons of the independent building don't show the number of floors or why weren't they put in a alphanumeric order?

    icon 1 : small house, square, 1 floor

    icon 2 : small house, long , 1 floor

    icon 3 : big house, square, 1 floor

    icon 4 : big house long , 1 floor

    icon 5 : small house, square, 2 floors

    icon 6 : small house, long , 2 floors

    icon 7 : big house, square, 2 floors

    icon 8 : big house long, 2 floors

    etc for icon 9, 10, 11...

    Now it's always guessing how many floors the building has.

    3. More technical question. Is it possible to run at least the editor in Windows mode.?

    With a program that makes windows transparernt you could then make a layover for topo maps or aerial pictures .

    4. What's the best way to make smooth slopes instead of a step piramyd. Using more contour lines.. or less?

    Thanks,

  10. It's actually comforting to read that other players are experiencing this loss of detail after a couple of meters as well and it seems that high end hardware users are experiencing the same problem.

    What's the use of these great textures and details, if you cannot see them anymore after scrolling not that far up. I lose even sight of the units.

    The most annoying is that when you go down to ground level, the detailed textures are filled in tile after tile and this takes a couple of seconds, a bit like zooming in on google-earth at low bandwidth.

    Maybe I have settings wrong, can someone advise ideal setting for below system?

    Lenovo Thinkpad T520

    Processor: Intel Core i7 2620M / 2.7 GHz

    Display-type: 15.6" TFT

    Max Turbo Speed: 3.4 GHz

    Multi-Core Technologie: Dual-Core

    64-bit Computer: yes

    Chipsettype: Mobile Intel QM67 Express

    Intel HD Graphics 3000 Dynamic Video Memory Technology

  11. Working on a semi-historical (missing Fallschirmjäger and Jagdpanther - change this with the British module I hope) campaign on the period of Dec 2 to Dec 5 44 when the 104th Infantry Division took Luchberg in a series of night / dawn / dusk battles. testing 1st battle.

    U.S. reinforced infantry battalion (5-6 inf coys in core. 1-4 in battle + 1 tank coy + 1 tank destroyer coy)

    German reinforced fallschirmjäger or volks-grenadier battalions (3-4 inf coys + tiger + panther + stug)

    (...)

    The map (still fighting with the out of memory issue ... so its a bit smaller than initially planned)

    that's just...huge , is that just an impression? What's the size of the map?

  12. I didn't purchase CMBN yet - hi BF, dont block IP's in Balkan and please allow poor people in Kosovo to buy your stuff on-line before I find copies in Chinese fake import store at 1 euro - but had in mind some scenarios about Col de Braus in Southern France ( 517th Para reg.) and the Lorraine tank-battles around Arracourt and the bridge head of Dieulouard.

    Despite fact it should be set actually in an autumn vegetation environment,

    maybe I will have also a go at Kall trail (Huertgenwald) already.

    For the first one I want to try out what is the potential of the editor for a mountain area.

    The second one should give you a break from the bocage country and the third one, I was inspired because it is just such an intense episode of the war and I like battles where the strategic aspect of terrain is key factor.

    Hence, I was thinking also about Mortain, but I see that is already taken care of.

    Expect me to go in overdrive when Bulge game comes out... provided Battlefront by that time tackles firing lines and follow the leader commands...Ooops, sorry, could not resist.

  13. tI fire at a Tiger and see my shell bounce off, I see its turret rotate towards mine. Will my next shot get in kill shot before that slow turret comes around? I don't know, but I certainly don't need a yellow line to tell me that the Tiger is after me. It's pretty obvious.

    The typical battle I play has usually more than 1 German cat opposing more than 1 Ronson. There are trees around and brushes. I don't always see what the gunner is seeing, nevertheless I am supposed to act for a fraction of a second as the gunner.

    I don't doubt you believe in what you say. I'm sure for you this is a real issue. But I don't see the evidence that it is for others.

    Mark me down as evidence and another 5 threads focusing eventually on this problem.

    Well, Sgt. Joch did make a mistake. In CMx1 you could Area Fire on a particular part of the 20x20m Tile and the game would spread out the effect of that fire around the point you indicated. Not centered in the middle of the 20x20m Tile. In CMx2 there are roughly 4 Action Spots for every one CMx1 Tile. You indicate which Action Spot to Area Fire and the fire is spread out around that particular Action Spot. The result is about the same in this sense. No better, no worse. The benefits of the Action Spot system lie elsewhere, as do the shortcomings of the CMx1 system.

    Interesting, this explains while in the same tile, a unit was benefiting from positioning itself in the scattered trees versus staying on the open road. Hence, we can conclude, it did matter where you were pointing your waypoint or target area in one and same tile, not with the same accuracy we were made to belief, but variance was at least limited to 100m2 instead of 400m2 as pretended by Sgt. Joch.

    The only grip I have with the grid snapping of target lines is basically, you don't know if you're pointing at the right tile. Maybe it would help, if the tile that will be subject of area fire should be hi-lited when hovering your cursor over it, just like destination tiles are hi-lited when you make your mov orders.

  14. Quickly reading over the posts my impression is the primary complaint seems to be that CMx2 wouldn't make a good board game. That's a bad thing?

    No, the primary complaint is that it takes more time to process a turn in CM 2 then in a board game and with processing I don't mean the calculating-time by the computer, but time needed for giving instructions to your pixeltruppen. I really don't know how those RT player are able to do so in one continous move. Please tell me, they are pausing the game, aren't they?

    It takes actually more time then in CM:1 and this with on average less units on the map in a CM:2 game then in CM:1, at least this comparison goes up for the scenarios I used to play in CM:1.

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