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Everything posted by Mad Mike
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Roadmap for CMBN releases
Mad Mike replied to PanzerMike's topic in Combat Mission Battle for Normandy
I would be interested in some information on this as well. Will there be a free patch for CMBN before the 2.0 upgrade? Fixing the setup red button crash related to barbed wire? Or will this all be wrapped into one package / patch? -
How do I decompile the original campaign scripts?
Mad Mike replied to Destraex1's topic in CM Normandy Maps and Mods
Hi Destraex1, have replied to you via PM. Sorry for the delay. Cheers, Mad Mike -
Yeah, but the friendly forces score is under "Parameters", not "Targets". And he didn't get this one in green, as I would expect, since he lost around 40% of his force. Mind you, this is still very good, I only managed to win this with 60% of my forces lost, including all tanks.
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Victory Location control?
Mad Mike replied to Doug Williams's topic in Combat Mission Battle for Normandy
Yes, that is correct. -
Victory Location control?
Mad Mike replied to Doug Williams's topic in Combat Mission Battle for Normandy
Well, unfortunately, that's the way it is. I've seen this a couple of times now with PBEMs, opponents rushing troops into a VL in the last turn or two, hoping to deny the points to the other side, even if it does have a battalion of troops in the VL (ok, slight exaggeration). Sometimes it works, sometimes it only means more casualties for the enemy. -
World's Toughest Sherman?
Mad Mike replied to ClarkWGriswold's topic in Combat Mission Battle for Normandy
Just to ask the obvious: Are you sure the Pz IV used AP rounds? Those are quite some explosions on the Sherman, could be HE?? If it were indeed AP rounds: Tough luck, basically. :eek: I tend to agree with YankeeDog, this could and should probably happen from time to time .. as long as it doesn't happen to me . -
Scottish Corridor Campaign maps - how to extract?
Mad Mike replied to Broadsword56's topic in CM Normandy Maps and Mods
Hi Kip, thanks for the kind words, very encouraging. Cheers, Mad Mike -
Hi Chad, not trying to derail the whole thread (which is about QB customisation of the Montebourg maps by PT himself). But you might be interested to know that you can already do what you asked about above by just using the CMBN Scenario Organisor (see my sig for download links). It will extract the individual battles of the campaign, which you can then alter to match your ideas. Cheers, Mad Mike
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Scottish Corridor Campaign maps - how to extract?
Mad Mike replied to Broadsword56's topic in CM Normandy Maps and Mods
I had a problem with it when it wouldn't extract battle #15 correctly. I will have a look again. Yes indeed, compadre. I think we are doing quite well with our Flak regiment commands, giving the Commonwealth troops a hard time coming ashore . -
Scottish Corridor Campaign maps - how to extract?
Mad Mike replied to Broadsword56's topic in CM Normandy Maps and Mods
Hi mjkerner, the latest version should work for "Die Letzte Hoffnung". It was a bug in my program (not handling names of campaigns/battles correctly). Also, version 0.22 (see my signature below) should work for "The Scottish Corridor", at least in the testing I did for myself. "Kampfgruppe Engel" exhibits one problem, which I have to investigate when I have the time. When i've found that error, I will probably release another update. Cheers, Mad Mike -
CMBN 1.10 Load Time Varies Directly with Number of Mods?
Mad Mike replied to Sabot6's topic in CM Normandy Maps and Mods
Also, loading times seem to depend on graphics quality. I usually play on Best/Best and once reset it to Fastest/Fastest, which seemed to give much shorter load times. So, if you're going to compare, make sure you have the same settings there as well. -
Marco Bergman armour/penetration mod for CW
Mad Mike replied to ~Viajero's topic in CM Normandy Maps and Mods
Thank you again for the quick update. Very good stuff. -
Marco Bergman armour/penetration mod for CW
Mad Mike replied to ~Viajero's topic in CM Normandy Maps and Mods
Thanks Marco, very much appreciated . Could it be that the updated "viewpoint.brz" is missing from the package? At least I couldn't find it anywhere in the archive. Cheers, Mad Mike -
Marco Bergman armour/penetration mod for CW
Mad Mike replied to ~Viajero's topic in CM Normandy Maps and Mods
Looks very good, looking forward to it. -
Marco Bergman armour/penetration mod for CW
Mad Mike replied to ~Viajero's topic in CM Normandy Maps and Mods
Yep, would be very nice if this could be updated. -
Rather stubborn SS chin straps...
Mad Mike replied to Stephen E Lyons's topic in Combat Mission Battle for Normandy
The same happens with Canadian Airbourne infantry, I saw it in the "Bridge at Varaville" scenario. It looks rather silly, to be honest -
Inconsistency with targeting of on-board artillery
Mad Mike replied to Mad Mike's topic in Combat Mission Battle for Normandy
Hi Ken, thanks for looking at this. I prepared a small test scenario and found the answer to one of my questions. If the mortar already has a target command (area fire) and you give it another target via the support request interface, it will keep firing at its original target until it confirms the fire mission request to the spotter. At this point, the target command will be deleted automatically and the mortar will start spotting for the new fire mission request. I think this is a quite good behaviour. The only thing which remains is the "Cease Fire" when using "Clear Target". I don't think this should happen. Also, an improvement for the support request interface for on-board artillery would be a kind of status message making the player aware that the particular asset is already firing at something via a direct "Target" command. This would avoid confusion regarding the status of the selected asset. Cheers, Mad Mike -
I have found a small inconsistency regarding the targeting of on-board artillery assets .. it might even be a bug. Following scenario (in WEGO): My on-board 60mm mortar has a "target light" area fire command, which it executed during the previous turn. In the current command phase, I selected an HQ to give this mortar a "Line" target via the artillery support request interface. After giving the mortar this new target, I realised that it still had the "target light" command active. Naturally, I selected "Clear Target" for this mortar. This cancelled the previous "Target light" command (as expected), but it also had the effect of "Cease Fire" in the support request interface. The second effect was quite unexpected and I'm wondering if this is the intended behaviour or a bug. Basically, I've wasted one minute now which I have to wait for the mortar to become available again for indirect fire missions via the support request interface (no big deal, but inconvenient). Also, I am wondering what would have happened if I hadn't cancelled via "Clear Target"? Would the mortar have continued to fire for the "Target Light", as well as adjusting for the commanded indirect "Line" target? Seems strange to me and should probably be changed to not allow requests to be given to on-board artillery if they already have an active target command. Any thoughts from somebody else?
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Can anyone rez explode something for me?
Mad Mike replied to xian's topic in Combat Mission Battle for Normandy
You're welcome. And yes, as soon as the CW module comes out, let's do battle again. Can't wait to try out the new german goodies.. -
Can anyone rez explode something for me?
Mad Mike replied to xian's topic in Combat Mission Battle for Normandy
Hi xian, I would be happy to help, you could put the original rez-file in our shared Dropbox folder and I will explode it for you. Cheers, Mike -
Frustrating Learning Curve
Mad Mike replied to Heliodorus's topic in Combat Mission Battle for Normandy
Good explanation, akd. BFC could put this in the manual, if they ever going to update it (like they did for CMSF). -
My letzte Hoffnung (Save corrupted)
Mad Mike replied to tankibanki's topic in Combat Mission Battle for Normandy
The US side will have the full amount of units, since it is a standalone battle without any history. I just had a quick look and the campaign uses "Core Units" for both sides (these units are the ones carried over from battle to battle). So for the missions you get when using the Scenario Organisor, both sides will have 100% of all units (Core and standard, scenario only). It is hard to guess if this imbalances any given single scenario or not. Maybe just give it a try .. -
My letzte Hoffnung (Save corrupted)
Mad Mike replied to tankibanki's topic in Combat Mission Battle for Normandy
If you don't mind playing the last scenario with a very good set of forces, you could use the CMBN Scenario Organisor (see download links below in my signature) to get the individual battles from the campaign. You won't get a complete campaign result though, only the result for the particular battle. -
yeah, looking great. when can we have it .. please?