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Myles Keogh

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Myles Keogh last won the day on November 21 2019

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About Myles Keogh

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  1. Hunt used to cause units using it to stop immediately upon taking any sort of fire. However, it was changed by one of the patches or upgrades to be more "robust" in that squads/teams using it would no longer immediately stop upon taking shots from unspotted enemies unless that fire really raised their suppression level. I can't say I'm a big fan of the change. It's been annoying watching scout teams on hunt keep moving forward despite bullets kicking-up around them.
  2. When CMBN was first released there was a lot of complaining about bailed-out AFV crews acting like John Rambos upon exiting their vehicles. Usually armed with several automatic weapons, it was not uncommon for a bailed-out AFV crew to immediately turn the tables on nearby opposing infantry. BF listened to the complaints and agreed that a likely disoriented and shocked AFV crew would not go into hero mode upon fleeing its vehicle. So, they upped both the chances of a crew being panicked upon bailing-out and the length of time to recover from that panic. Personally, I felt both changes were
  3. That does sound great. More than I anticipated. I was very pleased when Steve told us that partisans made the cut which wasn't the case when this module's possible contents were first hinted. I am bit surprised that minor nationalities were even considered. Weren't we told years ago that BF had no inclination to go down the research rabbit-hole that those nations' TO&E would require? Further, after the apparent coding nightmare that was including various "minor" nation formations into Rome to Victory, I would think BF wouldn't dare want to touch the Finns, Romanians, or Hungarians
  4. I don't know when BF did that change to the US armored infantry platoons, but it did cause some problems with older scenarios. I remember playing "Carbide Carbide" as the Americans after that change was done. The result was that American armored infantry platoons now had platoon commanders embedded in their 1st squads, but also still retained the individual platoon HQ teams. In other words, each platoon had two commanders! I hope we don't see stuff like that in older CMRT scenarios and campaigns when they release F&R.
  5. I've had that happen a few times. The workaround is to bring the rest of the squad/team back to the location of the "stuck" individual and then plot another movement order away from the hedgerow. That usually "unshakes" the stuck pixeltruppen. And the "retreat through the hedgerow towards the enemy" issue is still present in CMBN and will make itself noticed in any scenario featuring bocage. BF did have success in limiting that behavior with the 02 patch, but it still occurs enough to be frustrating. As for whether to buy or not? As others have stated: check-out the demos. That'
  6. https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-lions-of-carpiquet/ This is a terrifically made player made campaign featuring historic missions about the Canadians attacking dug-in SS positions at Carpriquet airfield. It does feature some of Hobart's funnies most notably flail tanks in its 2nd scenario.
  7. It's a mistake with that scenario. If you have a green check then you control that objective and should get the points for it, but the campaign creator missed adding the points for that objective when he made it. So you get nothing for your efforts to take it. As shown by the attached thread, I reported this issue nearly four years ago. The campaign creator acknowledged it and said he'd upload a fixed version. Sadly, there were other niggling issues with that campaign: a scenario in which the OOB for an infantry platoon can change every time you play it. Sometimes it will have an
  8. A bit surprised and disappointed that this bug, which I thought was received and acknowledged by BF months ago, apparently fell through the cracks and, as a result, nothing has been done about it. Yeah, it's not as bad as it was with the "01" patch, but play any CMBN scenario that has bocage and you'll probably still see this very undesirable TacAI behavior with the 02 patch. (I'm playing a CMBN campaign right now and I've run into it a number of times already.) So, I'm joining the chorus: Please fix....
  9. If a CMBN scenario/campaign has significant amounts of bocage then you will see that "retreat towards the enemy" behavior. BF did have some success limiting it with the "02" patch, but obviously they have not been able to eliminate it. It's a problem with bocage and the retreat logic code. So, no bocage, no problem. All the other CMx2 games don't have it because they don't have bocage. It's strictly a CMBN problem. The 4.0 upgrade introduced the TacAI displacing from cover when under off-map artillery bug and zapped the effectiveness of the Bren/BAR/Breda. The "01" patch fixed thos
  10. From its last page, it got shelved due to time constraints. Also, I remember another one of its creators saying in a different thread that he stepped away due to frustrations caused by single-player TacAI problems introduced by the 4.0 upgrade. Those problems did not get resolved until 2.5 years later by a patch that introduced additional TacAI problems. (The 4.0 upgrade and its ridiculously delayed and flawed "01" patch do NOT rank among BF's finer moments.) By then, though, this project appeared to have been abandoned. A shame.
  11. A known issue introduced by the 4.0 upgrade's "01" patch with much discussion about it on the CMBN forums. It's caused by a conflict between the retreat logic code and certain type of bocoage. BF is aware of the issue, but have so far only succeeded in limiting it with the "02" patch. It was far worse with the 01 patch. It's strictly a CMBN issue because it's the only CMx2 game that has bocage. There has been no word as to when it will be completely fixed.
  12. Are you upgraded to 4.0? If so, then are you using the "01" patch for that upgrade? The CMFI "01" patch for the 4.0 upgrade inadvertently zapped the Fallschirmjaeger uniforms. That issue was fixed with the 02 patch. Here is the announcement link:
  13. That is something these games have badly needed going back to CMx1. A "follow-the-leader"/convoy command was on the drawing board to be included in one of the CMx2 upgrades, but somewhere between that upgrade's inception and it's release it was dropped as a feature. It appears they couldn't get to work within CMx2's code. A shame. So, CMx3 is probably only our hope we'll see ever it in one of their games. I agree that plotting road movements for numerous vehicles/squads is a pain in the neck that often seriously detracts from my enjoyment. In fact, I come to deeply resent any scenari
  14. I checked every mod for CMFI on CMMODS2 and although some of mjkerner's mods are there (I was mistaken) it appears that some of it is either out-of-date or missing. These mods were made specifically for CMFI: http://cmmodsiii.greenasjade.net/?p=2089 (This is a partial version of his Sicily uniforms mods covering only the 1st, 9th, 45th, and 82nd Airborne. I could not find the mods that he made covering the 3rd, 34th, 36th, 509th PIR, 1st Armored, and 2nd Armored that were made specifically for CMFI and which I do have. If they're there then please link them for others.) http:/
  15. Unfortunately, that mod is out-of-date (made prior to the 2.0 upgrade that changed how uniforms .bmps were labeled). So, everything would have to be renamed in order to get it to work. Further, it's just khaki uniforms. No greatcoats. No winter uniforms. No tropical uniforms. In fact, it was made prior to CMFI even being released for people who wanted to make Italian theater scenarios or quick battles with CMBN. MJKerner did make an American uniform mod specifically for CMFI (ie. works with the 2.0 upgrade uniform changes), but it's only for Sicily scenarios: just tropical unifo
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