Jump to content

Erwin

Members
  • Posts

    17,486
  • Joined

  • Last visited

  • Days Won

    32

Posts posted by Erwin

  1. 4 hours ago, PEB14 said:

    Apparently, vehciles whose crew bailed out can only be recrewed by the original crew.

    Never heard that b4 as am sure I have bailed out HT's b4 with no problem recrewing.  Usually it's to make more space in a low capacity HT so that an inf unit can board to acquire ammo.  That inf that is acquiring ammo is also able to crew the vehicle.  

    Chuck may be confusing tanks wit HT's.  But, will check...

    Actually, it's puzzling that folks prefer to endlessly discuss this rather than powering up a game and trying it for themselves.  Sometimes I wonder how many people are actually playing the game.  Only 2 people have asked for my saved files.  

  2. 5 hours ago, chuckdyke said:

    If it says bail out only the original crew can mount it, even of the same formation can't remount it. I tried to bail out a Green Crew and substitute them for an Crack Crew, same type of tank same platoon.

    You are confusing tanks with HT's.  You are correct that it is not possible to switch tanks crews.  One should however, be able to mount any inf units into an uncrewed  251/1 and they should crew it.  Not sure why this is controversial.  

    Re GeorgeMC's point, the FO was KIA in the previous mission.  Therefore he should not have been returned at all.  IIRC someplace reading that if an FO is returned it is functional.  There is no point returning a unit that is useless in a game whether a vehicle that cannot be crewed or a unit that cannot function.

    If I had experienced the above is in the many campaigns I have played over the years, I would have reported them.  Since I don't recall ever being faced with similar problems b4, am increasingly convinced that there are bugs in the campaign system that have been introduced via updates.  

  3. Thank you for your comments.

    I thought about the other bizarre bug re the HT's that cannot be re-crewed.  Have played almost entirely campaigns (and CMRT in particular) for thousands of hours either as playtester or for fun in the last decade and I cannot recall either the HT issue nor the FO issue occurring before.  IIRC the KIA FO's return in later missions completely capable.  Otherwise it could break the campaign making it impossible to continue - after you may have spent dozens or hundreds of hours playing another 6+ missions only to get stopped because you needed the FO.  Who wants to replay 6 big missions just to save the FO?

    One has to think about this re what makes a good game and a good experience for the customer.  There is nothing one can do with a FO that cannot spot... other than use him for suicidal recon missions.  It's ridiculous to make a game that deliberately frustrates a player who is trying to get entertainment value from the product.  

    Suspect that bugs have been introduced with the last update(s).  

    I get the impression that many well-meaning folks who refuse to believe CM is riddled with bugs do not actually play the game that much, certainly not campaigns, and therefore are not that familiar with the game - esp campaigns.  Campaigns are where many features of CM2 are stressed and can come undone, eg: the C2 system.  This doesn't mean the game is not enjoyable or fun.  But, I've never had rose-colored glasses.

     

  4. 4 hours ago, PEB14 said:

    you got some replacement unfortunately it turns out that the replacement guy is not up to the task.

    Far enuff... However, doesn't that make the game more unrealistic as (am assuming) that a new FO would not be assigned who was unable to to call in arty.  (Or are we saying that the screw-up is part of the game's realism?) 

    In game terms it's just a frustration of having useless units arriving in future missions.  And this seems to be a cumulative problem... as in the campaign I am playing, the number of uncrewed HT's that cannot be crewed by anyone grew from mission to mission.  Of course am defining "bug" as anything that makes the game seem ridiculous.  And that has to be a programming/software issue, no?  

    Either way, thank you for taking a look and confirming the HT bug.  Added to the list.

     

     

  5. Thanks for looking at the file.  No Zugs were completely wiped out.  I can't recall exactly, but I think the rest of the ZUG appears in Mission 6 - but with 2-man crews. The set-up turn started with the HQ already mounted in the 251/1.  But the vehicle was still listed as "dismounted".  

    Other than the 251/1's that carry the HMG's - which only ever have 1 crew - all the other 251/1's have 2 crew members and IIRC casualties amongst those crews seem to be replaced between missions.

    The issue is what is the point in the game of having units appear in subsequent missions that are useless.  

    Even with the FO that cannot call in arty.  What to do with him?  Send him on suicide recon mission?  Is that what happens in RL?  In a game, what is the point of loading up the campaign missions with useless units?  I do recall that the FO unit was completely KIA in Mission 5.  So... the campaign game system has brought back a one-man FO that is useless.  That is a bug in the campaign game system.  

    Does this ruin the game?  Of course not.  It's still very enjoyable.  Am simply pointing out that the CM2 system is an inexpensive "Commercial Off The Shelf" entertainment game that quite understandably has flaws that hopefully are in a list somewhere to be fixed.  Elsewhere I made a list of over 20 similar issues.  I thought that would be helpful.  But, some folks are so embedded in the idea that CM2 is a flawless and accurate simulation of RL that it cannot be criticized or improved.  Perhaps they are worried about their govt contract customers looking too closely.  Who knows...

     

  6. "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.

  7. 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.  

     

     

  8. 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.

  9. 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.

  10. 41 minutes ago, Brille said:

    A Schroedingers cat if you will.

    LOL Yes, we need philosophy concerning epistemology, metaphysics, ethics, and aesthetics to understand the complexities of CM.  :)

    43 minutes ago, Brille said:

    So don´t think of this one-man-unit as an forward observer anymore...He is just another footsoldier now.

    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.

  11. 6 hours ago, Brille said:

    Have you maybe  selected the 251/17, while the infantry boarded it and didn´t de-select after that ? The status of the vehicle will only update when you have it de-selected first. Otherwise it will still be labeled as dismounted even though it is obviously fully mounted.

     

    Do you have a save of that instance maybe ?

    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.

     

  12. 41 minutes ago, kohlenklau said:

    Curt Schilling. Curt loved ASL and also happened to be a professional baseball player. Boston Red Sox pitcher. Long story short, he lost his entire baseball career fortune of $115 million creating/investing in a video game company in the early 2000's. Went bankrupt and lawsuits drained him dry.

    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/ 

  13. 8 hours ago, chuckdyke said:

    Tired means you can't go Fast, quick when tired last longer/ You only lose quick when you are fatigued. 

    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".

    5 hours ago, Bulletpoint said:

    Pausing for 10x5 seconds along the way or 1x50 seconds at the end gives the same result. But they scout the path much quicker by just letting them run.

    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.

    5 hours ago, Bulletpoint said:

    it's more effective to simply keep the scouts close to the observer and doing recon by fire. No real reason to send the scout team forward.

    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.  

×
×
  • Create New...