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Erwin

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Everything posted by Erwin

  1. Thank you for the link. I thought I had been very fastidious about downloading all mods and scenarios from the Repository, so I was surprised to have missed this one. But, I do rely on a new mod or scenario being announced here so I know about it. Are there scenarios or mods that get posted to the Repository that are NOT announced here?
  2. "So, instead of issuing 30 times the same orders sequence..." +1 to that. For some reason CMBN requires one to make way too many clicks to find info or get things done, and that significantly slows down gameplay - even vs the AI. "I'd rather shut up, but still I would like to express my opinions." I know what you mean.
  3. There is a reason a "niche" game is called that. Given it's greater degree of complexity and steep learning curve compared to CM1, CMBN scoring 73% is pretty good for a mainstream review. If it was any higher, CM would not be a niche game almost by definition. Are any other niche games being scored higher is the question I would ask.
  4. Yes, it's frequently the case that that AI behaves as if facing armor directly towards a threat is the best action to take.
  5. It would be very helpful to have "E" inside the inf symbol for Engineers. Also, currently when you double-click on a platoon HQ, all squads and teams belonging to that HQ light up (altho' not enuff in my opinion). In RL IIRC three dots on top of an inf symbol means a platoon, two dots a squad, one dot a team. That sort of system would be useful to identify the teams of a squad when you double-click on a platoon HQ. Either that, or have the team symbols belonging to a particular squad be a different color, so one can easily see where the teams of a particular squad are located.
  6. Yes, I know that a three or two man squad can be issued an assault order IF the single men would have been part of the separate teams that make/made up the squad. (I have a couple of those types of squads running around as well.) In my example here, I have one solitary survivor of a single team (am not sure if there are any other surviving members of his squad anyplace else on the map) who I was able to issue an ASSAULT order to.
  7. There may be an "occasional bug" re loading troops. I have a truck that was in the process of being boarded, but in the process one of the squad members was hit a few yards away. So, now the troop icon is greyed out so no orders can be issued. Also, while it appears that the rest of the squad is on board and the truck can be issued orders, it won't move.
  8. Thanks Luke. Just took a look. I had no idea there was so much stuff available. And I didn't even know there was a SH5!
  9. That's actually a pretty good explanation. I'll check if the ASSAULT command remains available in future turns for this guy.
  10. In a current scenario I have a team with only one man left in it and I have been able to issue an ASSAULT order to him. It's hard to say what is intended or not in CMBN, so if anyone wants the file I have saved it. Otherwise, no biggy.
  11. If you think about it, next month some other new member will arrive and ask exactly the same questions again. I am sorry you can't take my word for it, but life is short etc.
  12. LukeFF: Re "RFB": As a fan of the Silent Hunter series, where can one get that mod? Actually where is a good place to get the best of the SH mods?
  13. "PLEASE NOTE I am in no way a programmer and have no idea if this is possible and how much work this would mean..." Xnt point. I know that sounds naff, but all those items have been discussed here literally for years. And of course the challenge is always where to devote limited programming and budget resources.
  14. The UI is not hard per se, it is inefficient re providing the player with the info (s)he needs (heh) to play well. Because of the increased complexity of CM2 over CM1 I find that it takes significantly longer to play a CM2 turn. The lengthier time to play a turn is partly because it is harder to get the info one needs from CM2 without many more clicks (unless you have an eidetic memory I suppose). This is especially true of the larger scenarios and campaigns. Eg: Someone suggested that CM2 needs different icons for engineers etc. That sort of thing would be very helpful as it's easy to lose em amidst the infantry in (say) the LA HAYE scenario of the COURAGE AND FORTITUDE campaign.
  15. +1 to that. Anything to ease the load on one's memory and decrease the number of clicks one has to make to get info from the CM system would save a lot of time and enable CM2 play to be closer to the speed of CM1.
  16. A bigger CMA scenario sounds fun... With a small outfit, one little error can cost you the game.
  17. I bet the CMBN AI thought it was so good that it decided it could do a better job designing the scenario and placing units than you. That AI needs a good spanking.
  18. I plan to start this xnt-sounding campaign as soon as I am done with the final COURAGE AND FORTITUDE scenario (30 mins to go). But, I would prefer to wait till it's been fixed re the above placement issues. Anny ETA on that?
  19. I do not recall an "auto dismount" order in CM1. Passengers would usually dismount when their transport was fired on, but not crews. In both CM1 and CM2 you can order a dismount of passengers at the end of vehicular movement, but not the crews.
  20. The issue I think he was raising is that you cannot issue a DISMOUNT and MOVE order to the crew unless the vehicle is already stationary. Hence the problem in WEGO.
  21. There is a replay option in CM??!! So that's where I have been going wrong lol.
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