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Scipio

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Everything posted by Scipio

  1. About the original question, there's only limited information available to the player without to much efforts. My approach is:keep things simple! You may wish to check this: http://petzi-fr.bplaced.net/calc/ Not sure if it's what you're asking for.
  2. Both is still possible even if the hunt command is changed in the way I suggested. I mean, a hunt order don't must be followed by another move order, right!? I see what you mean, but isn't it simply a question of placing waypoints?
  3. I have no idea what kind of stuff you're smoking, but you had defenetly to much of it!
  4. I wonder why the hunt command terminates all further movement orders. If this would not be the case, it could add a wide range of tactics. Hunt followed by reverse -> retreat on contact or similiar Hunt followed by any other movement order -> on contact move to... Hunt followed by hunt -> similiar to the classic CMx1 hunt command Now let's combine this with pauses at the waypoints... Speaking as always as a non-programer, I wonder if it is difficult to remove the 'termination-switch' from the hunt command...
  5. Not really a mod, more kinda tool. Since I was a little bit bored of always getting 'total' results in QBs because of, as I think, excessive objective points and inspired by the result calculator at the 'World at War' site, I developed an alternative result calculator. I hope it's a bit more like CMx1, but of course it's far away from perfection. Maybe some of you find it refreshing anyway. Please find it here : http://petzi-fr.bplaced.net/calc/
  6. Since I was a little bit bored of always getting a total victory in QBs and inspired by the result calculator at the 'World at War' site, I developed an alternative result calculator. I hope it's a bit more like CMx1, but of course it suffers from the limited infos that's easy available in CMx2. Maybe some of you find it invigorating anyway. Please find it here : http://petzi-fr.bplaced.net/calc/
  7. I have noticed this since I started to play with the Brits module, since the light British infantry is supposed to leave their TUMS and fight dismounted if necessary, but it is a general problem with the 'Bail Out' and 'Dismount' order and very problematic in turn based matches. When 'Dismount' or 'Bail Out' (depending on the vehicel/unit) is the first order I have given at the start of a turn, the unit dismounts first and executes further orders dismounted. That's fine. But I can not order to dismount at a waypoint, since the dismount/bail-out orders are deactivated until the unit has completed it's movement. While this is not a big problem in RT-mode, it is big problem in WEGO, since it sets some unnatural limits to unit movement. Beside that, it is generally not possible to cancel a 'Dismount' or 'Bail Out' order. Some kind of logic in RT-mode, since the order is immediately executed, but this is not the case in WEGO mode.
  8. I've seen this in a recent PBEM turn file. Looks like a single T-72 shell killed two AFVs at once - the shot walked right through number one and hit number two. I wonder if this is realistic. Generally, I often had the impression that tank shells sometimes didn't stopped after they hit something, even if they obvisously exploded. Has somebody else noticed that, too? Not sure if it's still visible in 1.2
  9. From my observations, the QB auto purchase just counts platoons, no matter of what they consist. Branch setting of 'infantry', 'tanks' etc seem to be of only low priority, since I frequently get infantry when selecting tanks, or vice versa, or even something completly odd like a pure ATGM platoon. I know that the general QB system will not be changed for CMSF, but I hope that they will repair it for CMSF anyway.
  10. HERESY!!! I don't miss cherry picking, or shall we say, I woun't miss it if the random troops selection would work, what is unfortunatly not the case. But my idea for a solution looks a bit different, as I have already pointed out in another thread:
  11. When we are already talking about picking up weapons... The issue of gathering weapons from enemy soldiers has been discussed in the (CMx1) past. I won't go into the issua 'Syrians pick up US equipment' again. But how about in a red vs red scenario?
  12. I also have the impression that the brits are more likely get killed than wounded. I already wondered if the have only poor bodyprotection.
  13. If you have a problem with the term 'Missing' simply extract the 'Version 120.brz' using the mod tools, open the file 'strings.txt', locate the entry 'Men Missing', replace it with something you feel more comfortable with, as for example 'Men withdrawn' and save the file to your mod folder. I really wonder why western troops shouldn't route. Even Brits and Americans are human beigns, well, at least almost . Keep also the timeframe of a battle in mind. If you are nearly killed in your tank, you will be shocked, but because of your good training you recover after only one hour. But most CMSF battle don't even last that long...
  14. The informations about status & equipment shouldn't be removed from dismounted vehicels. That's a nuisance especially with the Brits, if you let your light infantry fight dismounted and at one point would need to reammo from your vehicels, but doesn't remember which vehicel has still which number and type of ammo. We defenetly should be able to exchange ammo/equipment between different units or put them back into a vehicel (what's technically the same thing). Doesn't makes sense if Unit-A carries a RPG launcher, but is out of ammo, while Unit-B has lot's of RPG rockets, but has lost the launcher.
  15. I have made some QB setups with v1.20 Seems to me that this bug is NOT resolved, since I frequently get T90 tanks for the Syrians (vs British forces), which are in the Marines Modul only, IIRC. Point seems to be, there's no way to generally opt units from a modul out in the QB setup screen. Maybe my idea in this thread: http://www.battlefront.com/community/showthread.php?t=87795 ain't that bad at all...
  16. I have updated my Coloured units icons, Brits are now included! Download here!
  17. Mark, I'm curious - are the maps from the original scenarios (delivered with the release) are included in the QB maps, too?
  18. JonS, indeed I had forgotten the H&K AGL the first release, but it is in now. Peter Panzer, this mod is for the small arms only. I'm currently working on the AFV & support icons, it's just a bit more work.
  19. You can cut and paste this if you want to, but I use a different key assignment as Other Means, it's more oriented on the CMx1 keys, and I also use only few keys for camera control. If copy and paste doesn't work, edit the hotkeys.txt manually with the Editor.
  20. I have no general problem with the setting and equipment in CMSF, but since I favour PBEM-QBs, I agree that the game engines technical weaknesses in regard of my special preferences may kill CMSF for me.
  21. I have seen something similiar once, too, but in an earlier scenario of the campaign, IIRC. It's some time ago, so I don't remember which version of the game it was. Unfortunatly I played in real time, so there was no file or other evidence available.
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