Dook
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Posts posted by Dook
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Firepower changes gradually with some abrupt steps at ranges where particular weapons are no longer effective. Straight line interpolations are thus not entirely accurate.
For example, SMGs are not very effective at ranges beyond 50 m. So if your squad has some SMGs and firepower ratings of 120 at 50 m and 40 at 100 m, the rating at 75 m is probably closer to 40 than to 120 - 60 perhaps.
I don't have the game on my work computer so I can't give you actual stats, but I hope you get the idea. Squads with a lot of SMGs have devastating firepower at short ranges (200+) but it drops off drastically as range increases. The basic message is that the weapons mix in your squad will determine how your firepower changes as range increases.
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JasonC posted an excellent cover chart providing much of the info you are seeking. It referred to CMBB, but most of the numbers should be roughly similar. You might do a search in the CMBB forum.
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I am still trying to resolve the problems with the scenario at TPG, to no avail as of now. Will post the address again when things are working properly.
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Okay, I uploaded the file again, this time as a .zip file. Please let me know if you are able to play the scenario in game after downloading. Thanks.
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Hmm, I don't know what to tell you. As far as I know, I have the same CMAK version 1.0 as everybody else. The scenario was created on a Mac, but that shouldn't make a difference.
Any tech experts have any suggestions?
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Version 1 of my new historical scenario, Cecina Counterattack, is available for playtesting at The Proving Grounds, thanks to GJK's help in resolving the technical problems described in the following posts. It involves the US 34th ID and the German 16.SS-PzGr-Div. and depicts the same battle as the CD scenario "Knifefight at Cecina" but with a substantially different map and slightly different forces.
[ December 20, 2003, 12:24 PM: Message edited by: Dook ]
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I will second the endorsement of der Kessel. It was my favorite site for CMBO scenarios and it's good to see that it has returned. I will also shamelessly plug my own scenarios: 3 Churches and Road to Julich. The former is a reinforced company-sized, Allied combined arms attack on a small German town; the latter is a bigger, battalion-sized Allied attack on a German village in the Rohr plain.
If you play them, please take the time to review them at the Scenario Depot.
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That's been my experience. If infantry or some other unit actually kills the tank, they get credit, but if they simply disable or panic it and the crew then decides to abandon it, they don't get credit. I'm open to correction, however.Originally posted by Yaba:IIs this because the tank was not actually killed, rather its crew were injured enough or just plain paniced inside thier tank and bailed?
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That's the approach I am taking, although you can' walk through the walls of adjoining heavy buildings. It doesn't affect gameplay of the particular scenario I am making; I just like the look of actual factories.Originally posted by Tha_Field_Marshall:Use heavy buildings. They work the same way. :cool:
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I, for one, do. The historical scenario I started working on before I received CMAK involves a factory(in a non-starring role) , so I was disappointed to see that the scenario editor did not include factory tiles.Originally posted by redwolf:Do you really want Italian factories?
I can understand why they might not have been included initially and won't be included in any patch, but it would be nice to have them.
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That has been a limitation since CMBO </font>Originally posted by Berlichtingen:</font><blockquote>quote:</font><hr />Originally posted by Kingfish:
Check the elevation of not only where the building is, but the adjoining tiles around it. If there is a steep drop in elevations between where the building is and whats next to it then the building won't show on the screen, even though it shows in the editor.
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Thanks, Kingfish, that worked. The drop wasn't very steep though - one gradation (i.e. from 7 to 8).
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I'm trying to create a scenario and am having a rather odd problem. Starting with an auto-generated map, I am making drastic revisions. In some cases, however, the buildings that I have placed in the editor do not show up on the preview screen. They are clearly there in the editor. When I quit and reload, the buildings have disappeared from the editor screen too.
It's not all buildings, nor is it one specific type of building. I can't discern any rhyme or reason for it. Any ideas?
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Yes, I think I just deleted a message from her unread.
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I'm surprised that no one has mentioned changes in TO&E from CMBO yet.
SPOILER ALERT - although this whole thread is one big spoiler.
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In Line of Defense, US platoon HQs now have 5 rather than 4 men, company HQs have 8 rather than 6 men (I think, don't have the game with me at the moment), and the .50 cal is no longer an organic part of the infantry company - at least the way it is described in the briefing.
Based on my understanding, these are all more accurate than CMBO.
One other thing, my memory may be wrong on this but could the attacker have TRPs in CMBO and CMBB?
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The larger on-board mortars can be very useful, especially when used in an indirect fire mode with an HQ spotting. They are good for taking out guns, MGs, etc. The 3-in mortar has a very high ammo load but you don't get a separate HQ to spot, which means that you have to rely on either the company HQ or one of your platoon HQs.
Using large mortars in direct fire mode without HQs is not nearly as effective.
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You're getting the orders menu because you're clicking on the unit rather than the waypoint. When the waypoint is close to the unit, it can be tough to click on the waypoint. Since you're dealing with vehicles, though, there's an easy solution. Hit Shift-V (or whatever the appropriate hotkey is for PCs) to hide the vehicle and clicking on the waypoint will be much easier.
If you want to do the same thing for infantry, it can help to go to level 1 view and zoom as close as you can to the unit and the waypoint.
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I'm not sure whether this will be helpful, but you might try the following book.
21 Battalion.
Author(s): Cody, Joseph F., 1895-
Publication: Wellington, War History Branch, Dept. of Internal Affairs,
Year: 1953
Description: xv, 471 p. illus., ports., maps (part fold. col.) 23 cm.
Series: Official history of New Zealand in the Second World War.; v. 6;
In the US, the following libraries have copies.
DC LIBRARY OF CONGRESS
DC US ARMY CTR OF MILITARY HIST
AL US AIR FORCE, AIR UNIV LIBR
AZ ARIZONA STATE UNIV
CA SAN JOSE STATE UNIV
IL CENTER FOR RES LIBR
IL SOUTHERN ILLINOIS UNIV
MA HARVARD UNIV, HARVARD COL LIBR TECH SERV
MD US NAVAL ACAD
MI UNIV OF MICHIGAN LIBR
NC DUKE UNIV LIBR
TX TEXAS A&M UNIV
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An entertaining briefing. One comment though - it's highly unlikely that a town with a railyard big enough to handle repairs would have no roads in or out.
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Two possible explanations:
1) There is no snow on the ground, even if it is winter. Winter mods only appear when there is snow on the ground.
2) You did not download a winter mod specifically for the BT-7. - Each vehicle (or set of vehicles for those that share BMPs) has its own mod.
Hope this helps.
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Music to my ears. I can forestall going over to the dark side for a little while longer.Originally posted by MikeyD:Hey dudes, I'm running a mac with a measley 300mhz with a 16 meg video card and am having loads of fun running the Beta, smoke, dust, and all!!!! ...okay, admittedly with a little downsampling.
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No, they are not shocked.
Thanks Rune. Looking forward to some light being shed on this mystery. My halftracks have always worked in the past.
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I'm playing the Rune scenario "Snowmen" PBEM and have run into a bit of a problem. The interface indicates that my Canadian M5A1 halftracks have a full ammo load of 250, but the detailed display that pops up when I highlight one of the halftracks and hit enter shows that they have 0 ammo. As a result, I can't target anything.
Halftracks in Quick Battles under the same conditions show the proper amount of ammo in both displays.
Any idea what's causing this or if there is a solution? If this should go in the tech support forum, please feel free to move it there. Thanks.
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Originally posted by MikeyD:
My OS8.5 G3's only 300mhz!
By the way, the CMAK Beta runs like a dream -- even on my pokey litle machine. As for downsampling, ever since CMBO I've simply learned to live with it. [/quote
Two bits of good news in a single post.
First, someone has a machine even more obsolete than my own.
Second, I should be able to run CMAK, provided that ominous clicking sound from my hard drive doesn't portend a meltdown. Already working on scenario design - if you send me a copy of the beta I could have one ready for the release date.
New CMAK scenario avail. for testing
in Combat Mission - Scenario Talk
Posted
If you have a few days of vacation, what better way to spend them than playtesting CMAK scenarios?
Happy Bumping Holidays!