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Mad Mike

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Posts posted by Mad Mike

  1. And at Veteran Level too. That's quite an achievement, Hister. Congratulations. The Friendly Forces Preservation Bonus should be very hard to earn in this mission. Getting a green tick in that box when you win gives you bragging rites. ;)

    Look forward to seeing how you get on with the next series of missions. It'll be a real change of pace from the first series.

    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. :rolleyes:

  2. 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.

  3. Now with CMBN:CW out, any word on these Paper Tiger? Would you be willing to provide the maps without AI and we can AI them ourselves?

    Thanks in advance

    Chad

    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

  4. Hi Mad Mike,

    Thanks for that information. I'll try it for Die Letzte Hoffnungl. I didn't have any noticeable trouble with Engel, btw.

    I had a problem with it when it wouldn't extract battle #15 correctly.

    I will have a look again.

    Also, are you the Mad Mike, my compadre in FGM's Overlord campaign?

    Yes indeed, compadre. I think we are doing quite well with our Flak regiment commands, giving the Commonwealth troops a hard time coming ashore :D.

  5. What Pete said. It works like a charm, except that one user-made campaign doesn't open for me--Die Letzte Hoffnung. Neither the author nor the Scenario Organizer maker knew why that was.

    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

  6. 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

  7. 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?

  8. Hi Mike,

    Will do- and thanks.

    I'd also like to start another battle against you soon, but I think we should wait until CW module is released in case we can't finish the mission with the CW update.

    Up for another in 1-2 weeks (hopefully)?

    <<Thanks for exploding the mod for me>>

    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.. :D

  9. Confusion results from misinterpretation of the chain of command display in the far lower left. This displays the status of the selected unit's normal chain of command. It is a chain, not a tree. It does not show the selected unit's link to each of the listed HQs, it shows the selected unit's link to its own HQ (first HQ in the list), that HQ's link to its superior HQ, and so own.

    So in your above example, we can tell from the chain of command display that the selected squad is not in contact with its own HQ because of the red X next to the first HQ in the chain (Platoon HQ). We can also tell that the platoon HQ is out of contact with the Company HQ because the next link up is also red. You know immediately that to restore the normal chain of command, both the selected squad and the platoon HQ must be brought back into contact with their respective HQs.

    However, your squad still shows "in command" status by voice/visual icons. This is because a unit that is out of contact with its own HQ can benefit from command by a superior HQ in its own chain of command, but only within voice/visual command range. Your squad is under temporary command from the adjacent Company HQ. Unfortunately, there is no visual indication of where this link comes from in the interface. You just have to know that if a selected unit shows a red X next to its immediate superior HQ (first in the chain of command display) but also shows "in command" icons that it must be under command from the nearest superior HQ.

    Good explanation, akd. :)

    BFC could put this in the manual, if they ever going to update it (like they did for CMSF).

  10. Scenario Organizer worked well, thanks a lot. I'll play the missions as single battles and send all units lost earlier back to leave the map. Or does the opposition also receive all units they lost earlier?

    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 ..

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