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Hensworth

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Everything posted by Hensworth

  1. One of the things I've always found great about CM operations is that the weather changes in credible fashion, i.e. you don't go from brilliant sunshine in one battle to a snowstorm in the next. I hope random weather will work the same for CMC.
  2. In my experience the best way to do this is to import the map you're creating an adjoining one to first. Extend it on the correct side by adding terrain (use Shift, I believe, to extend the opposite side to the one the editor takes by default) to that side and extend all the necessary features across the map border. If the whole map doesn't fit, than cut off one side of the old map as you add to the other where the new map will go. I frequently keep the earlier map attached to my new one until I'm all done with the new map to make sure I keep the same look and feel. When done, trim off the old map again and voilĂ , two perfectly linked maps.
  3. Dorosh is using the forum for its appointed purpose !!! THE END IS NIGH !
  4. It isn't just buildings. The game insists on moving every single unit a small distance from where it was at the end of the last battle. So when you're defending in an operation you can start each battle by moving your units back into their foxholes and trenches.
  5. Going to 1:1 representation is the key issue here I think. When my squads were representations of squads I didn't mind the wounded being abstracted either. I.e. I knew that those 3 men aren't actually 3 men and that I had to click on the unit to see if they had taken any casualties. However, if every man I have is actually shown on the battlefield, it's a different story. IMHO, watching your squads apparently vanish into thin air as they take fire is going to look stupid.
  6. So building a road with a ditch on either side would have you place the road tile and then add in the ditches on each individual tile. I think we'll see a fall in the number of big maps being made . Of course big is out for CMx2. A company is the new battalion, baby !
  7. So building a road with a ditch on either side would have you place the road tile and then add in the ditches on each individual tile. I think we'll see a fall in the number of big maps being made . Of course big is out for CMx2. A company is the new battalion, baby !
  8. So building a road with a ditch on either side would have you place the road tile and then add in the ditches on each individual tile. I think we'll see a fall in the number of big maps being made . Of course big is out for CMx2. A company is the new battalion, baby !
  9. The problem is he never actually got it to work, to the best of my knowledge. The tool featured a gridded map of the Sevastopol area. Each grid corresponded to a CM battle map, on which the victory flags (and much else besides) were modded to show a password when you captured it. That password could then be used to unlock the next grid. In actual fact only two scenarios were ever released, the second one as a run of the mill CMBB scenario (so not incorporated into the grid). This password business and the fact that the map edges fit formed the only link between two battles, forces didn't carry over from one battle into the next and your starting position wasn't affected by what happened in the last game or anything. All this to the best of my recollection since the thing went completely dead well over a year ago I think. What Nils is so pissed off about is a mystery to me. Is it the lack of acclaim ? The interface he built looked good and both the mods and the scenarios were of a very high standard. But an actual campaign that you could play through it was not.
  10. Yes. And please no violent thunderstorm every time it's raining.
  11. Keep : 1) Wego system. 2) FOW system. 3) Editor. 4) Ability to represent action from broad scale conflict (if necessary by building it up over multiple modules). 5) Quality of research and historical depth. Improve / change / add 1) More realistic maps, ability to create an inhabited world rather than a sterile arena for fighting in. 2) Some form of event triggering. 3) Convoy movement. 4) A C&C role for higher echelon HQs (additive command bonuses for example, a good captain makes all the lieutenants a little better). 5) Enable weapons crews to fight as riflemen when the enemy is below the effective range of their main weapon.
  12. Roger, got it ! I forgot the part where he said the defender must now setup first.
  13. It makes no difference how they appear. The point I'm making is about the extra intel on the movement or the staying put of them. How can that be when Steve said the unit's position will be revealed no matter where the opposing player puts it ? Surely he must place it before the game reveals where he placed it ?
  14. I'm bemused. Say I get pre battle intel that the enemy have a column of trucks over yon hill. I can't actually see it, but I know it's there and the game will show it as if I did have LOS to it on the first turn. Suppose my opponent now decides to move this column. Do I instantly lose all trace of it ? That would give me intel I'm actually not entitled to. I.e. as long as I can see the units in their 'revealed' position I know my opponent hasn't moved them. When they disappear or go to generic marker (assuming something of the kind will still exist) I know my opponent HAS moved them. Something I could not possibly know while I'm still on the other side of the hill ???
  15. Steve, Check the last screenie but one. There the running man is selected. Well I'll be damned, I'd never have believed it.
  16. It must have been something else. Some kind of crew hiding in the building that you didn't know about. When HMG teams are down to one man they are immobilized. Next they either surrender or die. They can't leave the weapon. It isn't coded.
  17. Maybe he got tired of the cower syndrome.
  18. Beware : mild spoilers ahead. I've just finished playing the first battle TCP/IP vs. a friend (as the Finns). It doesn't happen very often that a historical battle is also challenging and fun, but this one is. There is not that much firepower around and the Soviet player suffers from some obvious disadvantages, but a skilled player could run the Finns close I think. Certainly the historical outcome which sets the scene for the next battle shouldn't be too hard to achieve, which is nice. It's always weird when you completely trounce your opponent in one of a series of battles and then still find yourself in a poor situation in the next battle.
  19. From what I've seen of WWII tank interiors, there isn't much room for a projectile to pass through it and not hit something quite painful, either to man or machine. So shells routinely passing through vehicles without ANY effect would seem strange to me. The effect not being instant and total destruction would not seem strange.
  20. What I've found is a very effective way of using tank hunter teams is crawling them towards the tank from out of range. They will not fire at anything else and will start tossing their nasty stuff at the tank as soon as they get in range (so no fiddling about with the LOS tool or covered arcs to find the range).
  21. Probably one of the things that annoys me most in CM is the last-guy-on-the-MG phenomenon. He can't run because he's immobile and you can waste a tank's entire ammo load trying to kill him if you're unlucky. And you can't just leave him sitting there either because he will put out fire just as effectively as the entire team. Mortars are OK because they get knocked out. But the amount of tank- and artillery fire absorbed by dug in MG teams is obscene.
  22. The in game effect of brittle AP rounds is shells breaking up, not ricochets. You're shooting at tanks with 50+20mm of frontal armor. Add the angle and you're getting pretty close to the limit of what a 76mm gun can penetrate in CM. So it's normal that you get a lot of ricochets.
  23. If you don't have artillery, there's only one thing you can try. I'm supposing he's got a PzIV guarding each side of the village, another one at the front and the Tiger at the back. Mass all your tanks on one side and the infantry on the other side of the village. Try to kill the PzIV guarding the side where your tanks are and then rush your remaining tanks in. He will have to react by moving his other tanks to deal with the charge. Then send in your infantry from the other side. Move all your tanks in one big bunch and move fast. You're going to lose the lot but they're only there to give you a chance to get into the village.
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