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c3k

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Everything posted by c3k

  1. The only way to unload at a waypoint is to make that waypoint the END waypoint. The pause command will not work. It's a little bit of a pain, but workable.
  2. Watching a grenade bounce along the ground and roll to a stop at the exact right spot...then waiting for it to explode.
  3. The ammo being carried is in white on the left of the tabbed UI panel at the bottom of the screen. (Sorry, no screenshot right now.) You'll see all their small arms ammo, hand grenades and the mortar ammo. For the mortar unit, the AVAILABLE ammo is in green; it represents the sum of all the white ammo which is close enough to it to be used. Example: Mortar A has 24 rounds. Mortar B has 17 rounds. Ammo Carrier C has 40 rounds. If all three units are close to each other, both A and B will show the sum of all rounds, 81 rounds, available as green ammo. Does that help?
  4. By posting like you have, with pictures and a clear explanation, it has already been sent to the developers as a bug. Nice catch.
  5. I think all the reviewers started playing...a week ago. They are still sitting, emaciated, sleepless, and unaware of what day it is, still playing...
  6. 1. Seen, commented upon. 2. News to me. 3. Haven't seen this in a long time. Can you confirm that you have savegames? Ken
  7. Funny: I see that sometimes, but I also have plenty of times when I'm trying to FORCE the buddy-aid feature, but my troops ignore my intent. I write off the "inappropriate" buddy aid as an herioc event. It doesn't happen often. (IMHO)
  8. Parenthetical note: (I _think_ the most grenade the AI will use for an area target is 1/2 the grenade loadout. That has been my experience. If you're only using a team to go into the house, how many grenades do they start with? How many do they use?) Ken
  9. Okay, I'll give it a quick check later today. Edited to add: what follows is what I've learned to do in CMSF and the early builds in CMBN. Outside covering units use TARGET LIGHT on the structure. The assaulting element (squad or team) QUICKS to the stack location. They PAUSE for ~15 seconds with a TARGET (or TARGET LIGHT) into the structure. They QUICK into the structure with a TARGET ARC set to 360 degrees and a range about 10m greater than the size of the structure at that waypoint. That's how I will test grenade use. Are you doing something different?
  10. How do you know there's enemy behind that hill/forest? In a game of CMBN, you have that knowledge: a battle is about to start. (Well, in most scenarios. Otherwise you'd sit there staring at your screen for awhile.) How does that FO know a battle is about to start? If you want, you can get TRPs and place them all around in blind spots. That should help.
  11. Blackcat, I would like a copy of your test scenario. Email it to my profile email if you would. Or, failing that, post it online with a link. Thanks, Ken
  12. Hit by the round which killed/injured the soldier? Or, at the moment of impact, he flung it into the dirt and it just can't be found. (He no longer had it attached: he found it too binding to have his weapon attached to his rig. ) The sight of arterial blood spurting in an arcing fountain focused the buddy aid soldier on his screaming comrade and shook him so much that he just didn't friggin' care about the gun anymore? Seeing his comrade without an arm made the buddy aid soldier, after applying a tourniquet, spend time searching for the missing limb, rather than the missing arms? (Punny, I know.) I can come up with more examples.
  13. Someone posted a stat that the daily average rounds used by MG42's was around 3,000 rounds. (Feel free to post about how that doesn't take into account all the MG42's NOT in action, etc., etc.) If it has a cyclic rate of 1,200 rpm. Hmm, 3,000 rounds, 1,200 rpm, mmmm, that means about 2 1/2 minutes of trigger time per day in combat. Just saying....
  14. The tree flickering is a known issue. Apparently it occurs - sometimes - with multiple trees (2x or 3x in the editor) overlayed on bocage.
  15. I'm certainly not a computer/network guru, but a bit more information could be useful. - The data rates you list, 10mbit and 50mbit: are you sure they are correct? Have you tested the actual data rates, upstream and downstream, that you both can achieve? I use www.speedtest.net Let us know what that shows. - At this point, any TCP/IP game is RT. How large of a battle are you playing? - Associated with the above, what are your computer specs? Your playing buddy's? A bit more info may enable some good assistance to help smooth this out. Ken
  16. The UI in CMBN explicity shows the number of rounds of various artillery ammo available.
  17. Do you have savegames which show this behavior? Or, failing that, can you name the battle or the artillery type being used? Thanks, Ken
  18. I like how this makes it very eye-catching to notice the leaders within the squad. Nice mod. Ken
  19. What Pete Wenman just suggested. No one else reports this. That doesn't mean it isn't a problem, we just need to see what's up with your install. Your mod file is the obvious place to start. Otherwise, open up a challenge thread, make some bets, then release the T-90's near the end of the battle! Ken
  20. Yeah, the TINY/SMALL toggle really limits auto selection. If you allow MIX or RANDOM it will open things up a bit. Also, have tried RARITY to OFF? That would allow the autopicker to dig a bit deeper into the OOB. Otherwise, what I'm reading is that you want a force which is NOT built around some sort of military unit? (Puzzlement, not sarcasm.) Meaning, the autopicker HAS to start with some sort of unit, be it a platoon, battery, company, or battalion. Would a SMALLER initial unit, say platoon or battery, beefed up be better? More specifics would help. Example: I would like to have the autopicker be able to select a rifle platoon AND a tank platoon, then fill out the points with odds and ends. Is the above what you mean? Ken
  21. This^^^ The addition of stretcher teams would be...interesting. Who'd be the first to mod his line infantry to have red-cross armbands so his opponent wouldn't shoot at them? Gamey bastiches.
  22. Yeah, more noticable, and they also seem to be up front a lot. Hmm, someone remind again: what were the casualty rates of 2nd Lieutenants compared to Privates? Ken
  23. Not too likely that a lot of folks will extend their time, energy, or effort to help if there's a constant undercurrent of antipathy. I will not quote your posts to show this. Instead, I will congratulate you on posting screenshots. Those are very helpful. You've received some excellent advice here. Recognize that the AI will ALWAYS try to get to your waypoint. Be careful where you put them. The increased delays between multiple vehicles will solve a lot of the convey issues. Elmar's suggestion is one that I've learned the hard way: if there's a turn in a road, I alternate which vehicle takes the inside corner and which takes the outside of the corner. Also, recognize that if the movement is not going the way you want, there may be a reason. That halftrack nosing into the bocage? You would be frustrated if you wanted it to go through the gate. What if I were planning to BREACH the bocage before the halftrack got there? The game supports my plan. It does not assume to know where I want to move. It follows what I say. The lack of a waypoint means "do whatever you want". Having said all that, there has been a suggestion of having a "follow him" convoy command for, oh, about a decade. Post more shots if you're still having issues. Ken
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