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Apollo11

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Posts posted by Apollo11

  1. Hi all,

    L.Tankersley wrote:

    > use shift-P to turn on all movement paths

    >(targetting paths, too, if you like).

    Yep... I forgot to mention that (although I was using it quite

    extensively)...

    This SHIFT+P is the only way to see movement and attack orders...

    Hakko Ichiu wrote:

    > One other trick when dealing with large forces is to use Shift+V

    > to turn vehicles invisible

    Thanks for this... it is especially useful for mounted units...

    Leo "Apollo11"

    P.S.

    I sincerely hope that some simplistic OOB is available in CM2 that

    would only serve as a reminder how many units you have and which

    would indicate if you moved/ordered the unit in question this turn

    or not. I completely agree that "Roster" is not for CM but such

    simplistic "OOB" IMHO is...

  2. Hi all,

    Thanks for replaying!

    BTW, I am already using all things you listed:

    switch off trees (Shift-T)

    switch on unit bases (Shift-B)

    go to higher view level (3 or better yet 4)

    enlarge units visual scale (Shift-C)

    I just hoped that there is something better than good old step-by-step

    "+" and "-" going through all units...

    Also thanks for links to other interesting threads about this issue.

    Leo "Apollo11"

  3. Hi all,

    I have one question for "Combat Mission" veterans/experts...

    How do you keep track of all your units? How are you absolutely sure that you

    really plotted move for every single unit that you have and that you didn't,

    somehow, overlooked one/few?

    Perhaps in CM2 there would be some "filter" that would help players and enable

    the quick an easy way to see for which unit(s) you already plotted your move

    and for which you didn't...

    Leo "Apollo11"

  4. Hi all,

    Mirage2k wrote:

    > One major problem that would come with such a system is that if you had your

    > Sherman on "target infantry" mode, and a StuG came out from behind a

    > building, the Sherman wouldn't react.

    True... you are right... but in that particular case you did select that option and

    therefore you would take consequences.

    BTW, there is always a way that tank returns into "defend" mode when attacked.

    > You really can eliminate a lot of these targeting problems just by good

    > planning of your movement and targeting orders. I really don't see there to

    > be a big problem

    Exactly true... there is no miracle solution but I think that something should

    be done about current situation.

    I want my AT gun to be silent and target only enemy tanks, armored vehicles

    and other guns. I don't want my AT to hunt infantry at all.

    With current CM this is not possible to achieve and only because of that I

    humbly gave my suggestion...

    Leo "Apollo11"

  5. Hi all,

    I have two small suggestions for targeting problems...

    #1 The "AT gun/tank/armoured vehicle" targeting separate for every vehicle

    ==========================================================================

    I suggest that there are 3 option how we can "force" our vehicles to behave.

    Those options would be set in whatever turn and would stay the same until we

    change them for that vehicle.

    Those 3 options should be added to "command list" we already have...

    a) Target all (DEFAULT)

    -----------------------

    This means the same AI action as what we have now.

    B) Target only "AT gun/tank/armoured vehicles"

    ----------------------------------------------

    This means that no matter what our "AT gun/tank/armoured vehicle" will not

    target any other type of enemy than "AT gun/tank/armoured vehicle".

    c) Target only infantry

    -----------------------

    This means that no matter what our "AT gun/tank/armoured vehicle" will not

    target any other type of enemy than infantry.

    #2 The "Area Fire" targeting for house (and perhaps other similar objects)

    ==========================================================================

    In current CM when we target house we get "Area Fire" and our unit will fire

    at it regardless if it is destroyed or not (it would continue to fire even at

    rubble for the whole turn if the house is destroyed).

    I suggest the following 2 option (pop-up windows similar to what we already

    get when we are asked whether we want to use main gun):

    a) Hit as "Area Fire" (DEFAULT)

    -------------------------------

    This means the same AI action as what we have now. Our unit would continue to

    hit the area the whole turn (unless it gets attacked).

    B) Hit as an object

    -------------------

    This means that our unit will only fire at object targeted (I used house as

    example) until it gets destroyed.

    When it gets destroyed stop firing (and look for other targets)

    What do you people say?

    Leo "Apollo11"

  6. Hi all,

    I have one more question for experts here...

    I am playing Combat Mission DEMO (v1.02 engine) and I have noticed that AT

    guns and tanks tend to overlook their primary purpose (i.e. to fight against

    amour).

    On many occasions I saw my AT gun fire at enemy tank which would then retreat

    and hide 9if my AT gun missed). Then my AT gun would search for another target

    (even as insignificant as escaping enemy crew) and fire at it. In the meantime

    the enemy tank at which my AT gun fired first would again become visible and

    my AT gun would again shift it's attention back to it.

    Unfortunately all those actions take time so, effectively, my AT gun doesn't

    hit anything in all this fuss with constant targeting and re-targeting... :-(

    Is this fixed in v1.03 of Combat Mission?

    Leo "Apollo11"

  7. Hi all,

    I am playing Combat Mission DEMO (v1.02 engine) and I like it a lot!

    Nonetheless I discovered one very annoying bug... :-(

    When you position your units in "Setup Phase" and then save the game, the next

    time you load that saved game the trees will _NOT_ be at exact the same

    positions they were before.

    This is really bad if you spend a lots of times for individual positioning of

    your units and carefully examined their LoS (Line of Sight)...

    Is this fixed in full game v1.03 ?

    Leo "Apollo11"

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