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Erwin

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Everything posted by Erwin

  1. "KG Von Schroif". (MIssion 6) If you send me PM with your e-mail I can send you the file with the vehicles that cannot be recrewed and the FO that cannot call in arty. Since this is a game, there is no need to return units like this in subsequent missions as they are useless. Eg: Tanks that normally have 4 or 5 crew but now have only 2 crew do not return. (Or, they are recrewed.) I think these look like bugs in the campaign game system. If you PM me your e-mail will be happy to send you the file.
  2. This CMRT, not CMBS. The vehicles than cannot be re-crewed are now 251/17 and 251/1. For sure, any inf should be able to crew a 251/1 and have done so many times when the original crew were KIA.. So far nobody has asked to check the actual file. Just folks trying to pretend that "everything is ok, nothing to see, move along". Over the 16 years of CM2 have discovered that the CM2 games are full of bugs. Am just bringing one more to attention - if anyone actually wants to check it for themselves. Doesn't mean the game isn't fun or that it ruins the game. Just one has to accept and work around the bugs. Well... having FO's never being replaced in campaigns actually can ruin the campaign.
  3. To add to the above bugs, I checked my Mission 6 setup again and in addition to the 251/17 that cannot be crewed, there is exactly the same situation with a "regular" 251/1 that cannot be crewed and permanently displays as "dismounted". In this situation, the setup turn starts by having two HMG teams aboard only. (The crew - usually 1 guy for HMG units - must have been KIA in a previous mission.) I tried mounting up a crew from another HT and also inf. They can ACQUIRE ammo ok. But in no instance can this 251/1 be crewed. This is probably a bug that only appears in campaigns. Am thinking that when a HT loses its crew, in the next mission the crew is not replaced and the vehicle is displayed as "dismounted". While other leg units can mount it and get ammo, they can never crew it and the vehicle is always labeled "dismounted". Anyone who is interested can send me PM with your e-mail.
  4. Outstanding pics. Some of best seen here. Are those manipulated in any way?
  5. You guys do understand I am talking about subsequent missions of a campaign where the FO got KIA? Not sure I believe that in RL a FO couldn't be replaced in the hours/days between missions. In game terms it's a PITA to find that you cannot complete (say) Mission 6 cos the FO was KIA in Mission 1 and one needs an FO n Mission 6. To make the game playable and enjoyable, one really needs FO's to be replaced between missions. I will try and get the useless FO killed. Am wondering that if KIA then the FO is replaced in the next campaign mission. PS: Anyone want my SETUP file of Mission 6 to check on the inability to recrew a 251/17? The file is only about 3MB so could attach to e-mail. Send me PM if you want it.
  6. LOL Yes, we need philosophy concerning epistemology, metaphysics, ethics, and aesthetics to understand the complexities of CM. In game terms it seems rather dangerous to not replace FO's between missions as the inability to call in arty in a reasonable time could make some missions impossible. Does one really want to find that that (for example) Mission 6 is impossible cos the FO was killed 5 missions previously? Also... surely in RL a new FO can be found in the hours/days between missions. What I will try is to get the useless FO killed. Am wondering if the unit is completely eliminated it would be replaced in the next mission(s). Anyone want to get my Mission 6 SET UP file to check re the 251/17 bug? It's only about 3MB so could attach to e-mail... If you want send me PM.
  7. We're talking about a 251/17. The fact is that between missions of a campaign it is not re-crewed and yet keeps appearing is subsequent missions as "dismounted" even tho' it starts in every SETUP phase with a HQ aboard. It's a bug. Ditto the useless FO that keeps reappearing in subsequent campaign missions that is unable to call in fire.
  8. That's the ticket then... Impoverish yourself buying games and gaming hardware - then get subsidies and govt handouts for lo-income/lo savings. Actually not a novel idea. Many already do similar with cars, TV's etc etc.
  9. Yes, over numerous turns I have tried to mount several sets of inf onto it including crews from other vehicles. The 251/17 stubbornly refuses to be crewed. Plenty of saves, but it's a mission out of "Kampfgruppe VON SCHROIF" - almost 3MB file. Happy to send it to whoever wants to check it out. One doesn't have that problem with any other HT. I vaguely recall having this issue in the past with 251/17's that have had their crews killed but otherwise seem undamaged. The issue here is that between missions of a campaign this problem is not resolved. This problem started two missions ago. At the start of each mission during setup a HQ unit starts the set-up turn mounted in the 251/17. However, the vehicle says "dismounted". You can dismount and mount any other leg unit in the 251/17 and the same thing happens. (The mounted unit can ACQUIRE ammo.) As with the FO issue mentioned in another thread, it makes no sense to have a vehicle that is not recrewed between missions nor does it make sense to have a FO return every mission but the FO is unable to spot for arty cos the lone member is not a "leader". FO's should be returned in subsequent missions with a leader. These are clearly bugs of the campaign system. I have a new SETUP file that shows both problems if BF or anyone wants to check these issues out.
  10. The point is that it's silly to have a FO return in the next mission of a campaign unable to spot for arty. That is a bug imo.
  11. Have an FO that had casualties in an earlier mission. Now it's back as an single-man FO but the man is labeled as a "gunner" - so he cannot spot for arty. If an FO returns in a campaign he should have spotting ability. Bug?
  12. Have a 251/17 in a CMRT game. It lost its crew. However, no leg unit that mounts it is able to change the vehicle's status from "dismounted". Anyone figured a workaround, or is this another bug?
  13. I remember that as well. He bought out The Gamers and IIRC Avalon Hill for cardboard games as well as he was a big fan of ASL. "Multi-Man Publishing" was also his company. Really sad... https://boardgamegeek.com/boardgamedesigner/28343/curt-schilling https://arstechnica.com/gaming/2016/09/years-after-bankruptcy-curt-schilling-settles-rhode-island-gaming-loans/
  14. The trick is to spend all your money on games... ... and computers ... and 3D 40"+ monitors...
  15. "AD Bradley Speed Bump" is a good smallish scenario that is deceptively hard. Good for training.
  16. I virtually never order a FAST move. And I don't like units to become TIRED. In the game, it's all possible and no issues, (altho it takes a long time for a unit to recover from fatigued or exhausted). It's just my own "house rule". The PAUSE plus HIDE tends to make enemy AI lose sight and memory of them. So, when they start up running again IIRC it takes the AI about 7 seconds to notice them again. On small maps that's fine. On huge maps one may not have the time to be careful (and not enuff ammo). In open country, and if one is pressed for time, have found best option is as I described above. In most scenarios it's a race to discover the enemy ASAP or... one nearly always runs out of time at the end. Running out of time then leads to rushing at the end and most casualties are often suffered in those last hasty minutes of a scenario. My "house standard operating procedure" is to recon as quickly as possible at the start, risk losing 2-man scouts, but then have more time to carefully do assaults without the "end rush". However, what I was describing earlier was what I have found to be the best tactic for scouting down long roads on huge maps using vehicles giving them the best chance of survival and xnt chance of no losing crew members.
  17. So spotting distances are probably fixed rather than graduated ie: fixed % spotting at x meters, x to y meters, y to z meters. Re HUNT orders, have learned to use them sparingly and always in conjunction with a HIDE command. So, mostly QUICK for 10-25 meters with 5 second pauses so unit doesn't tire too quickly. When getting close to possible enemy, start mixing QUICK with short HUNT waypoints with HIDE command. The closer to possible danger, the fewer QUICK moves, and more short HUNT commands with longer HIDE pauses (10-20 seconds). As pointed out earlier, it's not the lead scout team(s) who is expected to spot, it's the "observer" scout team(s) that are in safer overwatch positions that watch what happens to the lead scouts.
  18. Unfortunately in the game, yes. A few of our best designers do allow a lot more time for careful scouting. But, usually the lack of time necessitates brutal Zhukov-style measures.
  19. As mentioned, Phil... I think I will have to delete everything of yours and start with fresh downloads. It's a horrific job trying to untangle dozens/hundreds of mods plus variations plus updates and improvements from the past few years. As you know, almost every CM2 family has had at least many hundreds of mods since 2007 totaling thousands of mods, and many no longer work due to engine updates etc. Trying to test which ones are still ok and which should be deleted started to take man-weeks of work, so not feasible unless it's a full-time job. It's easier to start fresh. I actually envy the newer members as they can do so.
  20. Am heading abroad soon and won't have access to decent computer (or even phones) till April earliest, so hope one of the others can help. Edit: Actually I couldn't resist powering up your scenario to take a look. Not sure if you want public comments, but my initial take was good (small) map. Altho units consist of all regulars and I was expecting the SF forces to have better experience etc. Hope to try it out when I have a few more minutes.
  21. That will be terrific, Phil. Thank you (again).
  22. Well, I already sent a PM request for anything you do. Everything you have done is superb. My only hope is that all your various mods can be better organized into specific folders so it's easier to d/l and insert updates and enhancements. As I mentioned to you, Phil, right now I have several different versions of all your mods in many different folders. Hope that Bootie's CMMODS site can be helpful in this.
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