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Posts
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Posts posted by Sardaukar
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I have added exception. No help.
I'll try CMBN 3.12 installation too. My original purchase of CMBN was May 27 2011. I have purchased all add-ons before 2014 except 3.0 upgrade 2014 and 4.0 upgrade 2019.
I have now struggled 2 days with these games..and going to give up after today. I don't have time for this $h*t and frankly never experienced this with any other game. I have ticket open for this too.
NOT a good customer experience.
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CM2 series is one of the most inconvenient games to install. Never experienced this sort of annoyance before.
Have not been able to make my CMBN+CF+MG+4.0+4.02 to work, no matter what.
Managed to get CMRT 1.03 work..and then upgraded to latest...and it stopped working.
Pity that these games are such utter PITA to get to work, I give up and just play CMBB, that installed and plays just fine...
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German SMG "companies" were mentioned also in Soviet accounts of Stalingrad. I bet they were ad hoc units and not within formal TOE. One apparently managed to infiltrate neat Tsuikov HQ vie sewers but was fought off.
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Thanks! I had same issue.
Will install everything first and see if situation improves.
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On 2/18/2017 at 5:36 PM, Michael Emrys said:
It is also a standard practice for the defender to cover a minefield with some kind of fire, either MGs or mortars to inhibit and delay mine clearance as well as killing and/or wounding engineers, which is another reason for the popularity of mine-clearing tanks.
Michael
Old military adage is: "Obstacle not covered by fire is not an obstacle."
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Reason the splendid Finnish artillery was almost absent from movie was historical. During Winter War Finnish army had massive shortage of artillery rounds. Thus, like depicted in movie, they didn't have much to shoot. Also, Lahti L-39 didn't make it into Winter War, apart from few prototypes.
This was amended during peace between Winter and Continuation War and during latter. Artillery was crucial in stopping Red Army during battlers of summer 1944.
I have special interest into this movie since one of my distant relatives is depicted in it. Also the unit that they relieve from front line when they come to front first time was the one where my grandfather fought during Winter War.
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Hmmm. Play humans? Then you will get really realistic force choices. Or not.
Bobo
PBEM and other multiplayer modes require fixed schedule and decent amount time. So, it's not really an alternative for casual games that I can play whenever I have time.
Though I am member of CM multiplayer club, it'd still be nice to have AI even on level of CMx1.
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Kind of example that stopped me quickly for playing QB vs AI was when I tested in RT what AI would pick when I had 1 King Tiger and 1 Tiger.
AI picked loads of BA-armoured cars...
Lot of things in CMx2 seem to me really "ass-backwards" compared to CMx1. Thus, my enthusiasm with CMBN/MG/RT is about 5-10% compared to e.g. CMBB. I only play scenarios in CMx2 nowadays.
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Could it be possible that the angle of decent is actually higher in the game than it is in real life?
I posted some videos in another of Kauz's threads about that and it does look like it's higher than 1.3 degrees in the game (to me anyway).
Could it be that the arc of a shot is higher in the game for some reason?
That is very possible. I have seen some "odd curveballs", but not made any tests on this. Don't even know how to test that anyways.
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It's been discussed a lot, with Panther as a case. It's very rare, but can happen.
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Indeed...2-man turret was damn awful disadvantage. That is, if against tank with 3-man turret.
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BF ****ed up UI after CMx1 in my opinion.
It's the hubris of success. "We do it as we wish."
Not that it's not moddable, just that it's the attitude.
I still have CM:BO,BB,AK..CM:BN,CW,MG,RT.
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Ref: the credits list, I am jealously looking at all those beta testers involved in the project.
Soon everyone will be cursing them and demanding a patch! (That is if things go as they normally do...)
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Ampulomet in CMBB is great in setting wheat fields on fire. That was about only thing it is good for..
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I don't know whether a vehicle halted under "Pause" orders (which we are assured no longer cause the vehicle to be treated as moving, for fire determination purposes), with a Hunt for the next leg, will cancel that next leg (and subsequent bounds) if it spots something while still Paused.
That is excellent news for me!
Might have to invest more time playing CM:N then (old veteran of CMx1 series).
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I agree.
If there would not be firing accuracy penalties with Pause (not sure if there are, but forum search seems to indicate that), this would be close to "non-issue". Just that one would still need to use lot more commands (alternating movement and pause-commands).
IF Pause is treated as Stop for gun accuracy, I'd say that problem mainly solved. If not, then there is still bit of problem. Anyone know reasonably sure if vehicle stopped by Pause is still considered moving for accuracy?
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I have suspicion (with some forum search), that implementing these commands with current relative spotting would be problematic to program.
I cannot think any other reasons for eliminating such useful commands from CMx1.
I could live with this easily, if there would be "Stop & spot" command. Using Pause sort of works that way, but seems that accuracy penalties of moving are still included. WW II tanks often did tend to have only 2 speeds...full speed and stop...
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Hi,
Since Hunt in CMx2 games use "Hunt" as old "Movement to Contact", is there any way to sort of "duplicate" old Hunt in CM:N (CW&MG) ? I play with WeGo, so I don't desire using Real Time, where this issue would be less critical (albeit still present in larger battles).
Seems that Move & Pause combination still gives penalties for moving tank for hitting (did read it simewhere on forum). It'd be desirable for tank to stop for firing and continue moving when losing sight/destroying enemy. Any sort of combination that'd work? I was thinking alternating Move/Fast & Hunt, but does Hunt cancel following movement orders if tank/vehicle spots danger or is fired upon?
While current Hunt is OKish, I'd want my tank to move again before 60 secs have passed. Old Hunt command was not perfect, but it was very useful for tanks in CMx1.
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Hi ther!
Are there still any experts on finnland?
I just discovered an old photograph of my grandfather wearing a uniform of the finnish volunteer battalion of the armed ss. But as far as i know he was german and i thought there were only finns in this unit.
Has anyone got a clue how this can be?
Any way is there good literature on this unique formation?
Most of the literature is in Finnish and mentioned in Wiki article.
In English, this gives decent overview:
http://www.feldgrau.com/finland.html
As you can see from article, battalion was never 100% Finns, meaning that lot of officers and HQ people were Germans.
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The Suomi is a good SMG all around, and it has the stock advantage. But it is still a 9mm SMG (most models anyway), and the 9mm is just a much lower velocity round than the 7.62x25. That limits its true effective range, because large bullet drop shooting is inherently inaccurate. (It is "golfing" rather than "bowling" - meaning a perfect range estimate is needed to hit the target. If you estimate the range *perfectly*, sure you can still hit things at medium, carbine-type ranges - but you simply won't).
Having shot Suomi SMG, sights are quite good and there was no problem hitting man-sized target at 150m with single shots (which was doctrine, using bursts only when enemy got closer). But of course it was most effective <100m.
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I had couple of times something really weird.
Rhino could not breach hedgerow from one side, no matter what I tried..but when I sent it around and tried same spot (approximately), it did breach just fine... Any idea what could have done that? I posted about it ages ago, but didn't get any answers then.
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Well, before WitE we had WitP:AE, where different teams worked on the land, sea and air components, with the result that all three work in completely different ways with no consistency between them.
Those threads that BletchleyGeek is keeping tabs on are excellent and address both the 'information is hidden' and 'buttons buttons everywhere but none I want to press' problem of CM:N. I also wouldn't mind getting a right-click pop-up command menu ala-Close Combat; now that was a game series with a good UI.
Except there was team co-ordinator in WitP:AE. Which still has more user-friendly UI than CMBN has...and is updated in almost daily/weekly bases by guy who doesn't even get paid for it. And this from player who played CMx1 series to death... I just don't understand why BF decided to alienate lot of "fan base" by radical re-design of UI. Very counter-intuitive one too.
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Sounds like the Armbrust.
Panzerfaust 3, ARMBRUST & MATADOR, all use same design and can be fired from enclosed space. But bit out of CMBN timeframe.
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That and the question of who's going to go into that burning truck and get the ammo before it cooks off...
That's exactly what came to my mind first too...
LOADING CM2 "ALL IN ONE" BIG BUNDLES
in CM2 General Tech Support
Posted
I installed CMRT 1.03 installation and got that to work (got to menu and such). Then installed the engine upgrade and activated it. No go after that. Not even when uninstalling and re-installing that plain 1.03 installer again.
Installed now CMBN 3.12 full install. It takes my CM engine 3 serial and CF+MG serials. Gives splash screen and quits. Does not take original CMBN key (engine 1).
This is the most borked copy protection in recent history...tho there has been some others... But this is freakin annoying. Oh well, there are plenty of other games to play.