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James Crowley

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Everything posted by James Crowley

  1. Thanks Vanir, have PM'ed you. Given the level of micro-management that is needed sometimes, just to get things to work, I wonder how on earth anyone is able to play these things in Real Time?
  2. Spot-on with the 'vehicle boarding' observation! They had indeed been given orders to move to some trucks which had not yet arrived at their location. The trucks duly arrived but the movement paths of the squads was a bit convoluted and they didn't move. So, if you are right and it certainly seems that way, they are permanently stuck as they can be given no new orders. So much for my mobile reserve! The guns are in a high walled courtyard from where 81mm mortars have been operating normally. There is a large opening onto a road, which they are near but they totally ignore the 'move' command.
  3. Vanir The new issue, in the same game, revolves around a platoon of infantry who, for some unaccountable reason, have the greyed out icons, normally associated with shaken/broken/panicked troops. They are only at cautious, are not under fire (nor have they been) and have been both in and out of command. This state has persisted for several turns and means that I can give them no commands. The infantry guns, on the other hand, are fully in command but simply do not respond to anything
  4. Yes to that and I have tried just about everything else that I can think of. The gun appears to be deployed and not overly hemmed-in, IMO. Several HQ units can access it on their Arty tabs but when it comes to choosing a strike location, for any of the three options, it just keeps giving 'no LoS' It still will not respond to a standard move order so is pretty much stuck where it is.
  5. The pack-up time is 1.6 mins. I have been trying to get it to move for around 10 turns. At the start of each new turn the move order has vanished. I repeat the move order but, rinse, repeat, no go.
  6. Having a similar problem with German 75mm infantry gun. Trouble is that it can't seem to reposition it; it simply ignores Move orders.
  7. Excellent! Thanks very much for these. They will help to pull CMBN up to the BS standard as far as AI is concerned. Jim
  8. I've been playing this with Holien and we thought we would press on regardless. Ha! Now this happens: The fourth Panther has sunk into the bridge and will no longer respond to move commands. It appears to have ignored the presence of bridge and gone down the bank. Normally it would be possible to carry out the following logical absurdity, by driving through it with other tanks, like so (pictures from another bridge) But not in this case. The stuck tank won't move and other vehicles will not move past it. Scratch one scenario. The inescapable conclusion is that 'bridges' in CM are still massively flakey.
  9. Unsurprisingly, it isn't any of Aris vehicle mods. Thank goodness!
  10. Does the CMRT 1.01 patch have any commonality with the BN 3.10 upgrade, available with the Vehicle pack, as I cannot recall there being any specific information available in regard to fixes/additions with 3.10?
  11. Excellent! Well done BFC. Intrigued by some of the content so looking forward to giving it a spin
  12. Still not able to DL it - getting an error message. Aren't scenarios btt. files?
  13. Again, couldn't agree more. If these relatively small amounts of money are so vastly important to the nay-sayers perhaps we should feel sorry for them and offer them our sympathy. Nothing else seems to shut them up.
  14. Can they clear barbed-wire; as they were able to do historically?
  15. Now that we have the 3.10 upgraded engine and the new vehicle pack (which is all very, very good ), there are, to my mind, two broad areas that could be looked at : The provision of additional scenarios/campaigns which use some or all of the new additions and Some much needed TLC for the QB system. In regard to the first, ChrisND alluded to a 'forthcoming Battlepack' so, hopefully, this area may already be in the process of being addressed. It would be nice to get confirmation of that, plus some further details, if that is indeed the case. It would also be nice to have the original campaigns and scenarios retro-fitted with triggers, although I suspect that is a 'wish too far'. The problem with QBs is that none of the existing maps have the use of triggers and thus a potentially better AI opponent. This means that a very big and important part of the 3.00 upgrade is totally absent from CMBN (and CMFI as well). And the (seemingly very) random selection in QBs goes from the barely adequate all the way to the absurd. It would be so nice not to get an MG battalion or a squadron of Priests as the main elements of an attack force. Or to find that the defence consists of four Mobelwagens, a HMG and a spotter without any assets. The danger going forward is that without an adequate supply of good quality campaigns/scenarios - and the reliance on 'volunteers' to produce them for the rest of us - and a more robust QB auto-pick system, is that we will have more of a 'sand box' do-it-yourself kit, than a game. Here's hoping it won't come to that.
  16. "3.10 includes a number of bug fixes and other improvements to the engine that will also be part of future free patches". Any chance of a list please?
  17. OK, success! I put in, as, Ken suggested, the Pack key and, hey presto that worked. Then CW and MG the same. Seems a bit obvious now but I was expecting to be asked for each key in turn and its been a long and tiring day and the old brain is buggered at the best of times. Thanks to all for the help.
  18. Hi Ken I've now discovered a new desktop icon - you guessed it - 'Activate Modules'. Must have been downloaded when I installed the pack. However, when you click on it, it asks for the key for the original CBMN installation - no mention of modules or pack.
  19. I have no problem paying for the extra units. BFC can bring out as many packs as they like and I will get them all. But the activation process :eek: How do you activate the modules and the pack? I see no sign of an 'activation' link anywhere.
  20. I have DL'ed the pack and followed the installation instructions to the letter. At point f), when I launch the game, it shows as 3.10 not, as suggested, 3.00. All the scenarios for CW and MG, which I have installed by the way, are greyed out so obviously they need to be reactivated. However I see no such link in the CMBN folder, so how do I go about reactivating everything?
  21. I would have thought so, given that the 3.0 engine in RT introduced flame weapons and you would need that enhancement to use the flame vehicles in the pack.
  22. Hi MikeyD Any ideas as to the number of U304's produced in total? Chamberlain and Doyles encyclopaedia lists them but gives no production figures. I must say that the information in regard to the up-armoured Churchills surprises me as well. Very scant mention in the few Churchill books that I have.
  23. A very impressive list - larger and more varied than I had anticipated for a pack. Some interesting, if rather random, inclusions particularly the U304(f) of which I was completely unaware and the up-armoured Churchill. And a very nice demonstration from Chris, highlighting them. I also hope that there will be some scenarios made available to showcase these new additions, as most of them will not show up well in random selection QB's, I suspect.
  24. Hear, Hear! I enjoyed the film and, yes, the final battle was somewhat exaggerated. How unusual for a Hollywood film! Now back to my CM battle where a single, wounded soldier, hiding in a hedge, has denied my opponent the victory zone.
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