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Myles Keogh

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Everything posted by Myles Keogh

  1. 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's the best way to determine whether this game is for you.
  2. 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.
  3. 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 attached 51mm mortar team and other times it won't. (It was as tough scenario that I restarted several times in order to win it, but also had to restart numerous other times just to get that mortar which I found to be very important to having any chance to win.) And another scenario that has flamethrower teams without flamethrowers. When I saw that I threw in the towel. That was four years ago. Maybe those issues have been fixed in one of the patches/upgrades.
  4. 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....
  5. 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 those issues, but introduced the retreat towards the enemy bug to CMBN. Not good. As for the Churchill not firing HE at a bunker. I have not experienced that issue. So, no clue.
  6. 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.
  7. 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.
  8. 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:
  9. 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 scenario/campaign that features waves of reinforcements whose movements then have to be laboriously plotted from the back of the map to the front. All that waypoint setting and use of the pause key to avoid traffic jams, it's got to be one of the worst parts of the game.
  10. 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://cmmodsiii.greenasjade.net/?p=1797 (His Nissei mod.) Out-of-date mods (Uniform mods covering Italian theater divisions that mjkerner made for CMBN. All the files would have to be renamed in order to get them to work.) http://cmmodsiii.greenasjade.net/?p=2163& Covers airborne units http://cmmodsiii.greenasjade.net/?p=2166& Covers all infantry divisions from the MTO but only their khaki uniforms (This is same mod that Mord linked above.) EDIT: Mord, sorry to screw-up your thread with off-topic stuff and your new portrait work looks fantastic!
  11. 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 uniforms.
  12. There were uniform mods with the American divisional patches made specifically for CMFI by mjkerner. I'm currently using the 45th Infantry ones for a Sicily scenario. Those uniform mods were released in Fall 2012 and probably only on the now defunct Repository. I could not find them on CMMODS2. I could email them to you if you're interested. However, they only cover the U.S. divisions that saw combat on Sicily and only the "tropical" uniforms.
  13. According to BF, that issue now only exists in CMBN due to some conflict between a certain type of bocage and the retreat logic code. Since none of the other CMx2 titles have bocage then it should not be seen in those other games. Currently playing a CMFI scenario and have so far not seen it.
  14. The "Z folder?" On my PC, the only game that recognizes the "Z folder" for mods is CMBN. All my other Combat Mission games including CMFB only recognizes mods placed in the User Data/Mods folder which is the documents directory. From my understanding, there was a change in Windows that caused Battlefront to change the installation location and directories on the games released after CMBN which is why it's the only game that uses a "Z folder" for its mods.
  15. I've seen an improvement with the fleeing behavior. I had a fire team hunting along hedgerow, received fire, took one casualty, and then ran away from the enemy fire. So, this patch appears to have limited some of that behavior. Has it eliminated it? From other posters, doesn't sound like it, but in my experience it's an improvement over 4.01.
  16. Just joining the chorus in the hopes something will be done about it fairly quickly: I'm also seeing this "fleeing towards the enemy by way of the nearest hedgerow gap" behavior in CMBN. Disappointing. Waiting 2.5 years for a patch to fix highly questionable infantry behavior under fire only to see it introduce ANOTHER form of highly questionable behavior? Geez-o-man. Between that, the CMFI patch zapping the Fallschirmjaeger uniforms, and complete silence as to the alleged upcoming modules for CMRT and CMFI, 2019 has so far been a rough year for BF and its fans. I truly hope the year ends on a far better note.
  17. That sounds like included preparatory coding work for the "soon" to be released module for Red Thunder that will extend the timeline to May 1945 and include cold temperatures and snow visual effects. (Hopefully, the extended delayed releases for these 4.0 patches were mostly the result of their being worked on in tandem with the upcoming modules for CMFI and CMRT. At least, that's what I hope caused the problem.) Still, the CMFI patch being released with Fallschirmjaegers missing their uniforms was pretty sloppy.
  18. I'm seeing this too. Fallschirmjaegers are not using their own uniform skins in any scenario or campaign. How did that get by the testers? It's not a game-killing bug, but it is an immersion killing one. I really hope we don't have to wait 2.5 years for it to be corrected.
  19. It's very evident in CMBN too. The first scenario I played with the 4.0 engine was a CMBN one and that bug was noticeable almost immediately. I ordered an harassment artillery barrage on a group of buildings which I suspected harbored hidden German forces. As my forces neared those buildings, I came across German teams just sitting in the open. (They had fled the buildings for the "safety" of open terrain.) Needless to say, it made things easier for my attacking troops. And I played that scenario in January 2017! Almost as insidious is that the 4.0 engine caused the Bren/BAR (and I believe the Breda as well) to be reduced to single shot weapons when fired past a certain range. This really limits their effectiveness as automatic weapons. It especially hurts the already anemic firepower of the Commonwealth forces. Some people claim the above make these games "unplayable." I don't entirely agree. While I have avoided playing Commonwealth scenarios/campaigns due to the issue with the Bren gun, I have continued to play CMx2 4.0. It's still a great game, but I've played mostly CMRT because it doesn't have the Bren/BAR issue. However, it has been REALLY disappointing that BF allowed these issues to exist as long as they have. Two years! Yes, they're not "game-killing" bugs like that saved-game crash that was introduced by a CMRT patch which BF quickly fixed within a week or two, but they do make the CMx2 gaming experience feel less than optimal. I keep checking these forums daily hoping to see the announcement of the patches' release. Hopefully, it'll be soon.
  20. "A war without Mercy- Another pathetic enemy vet vs your conscripts type battle. Takes place in Herrlisheim. Terrible scenario with too short of a time limit. The game began to skip and serious FPS lose to the point of almost not being able to play when the panthers rolled in and were taken out as quick as they arrived. Artillery never ever hit where i wanted it to. Weather was terrible. Allies skills were horrid. Not playing again." Disagree with the above. I really enjoyed that one. The green 12th Armored getting a bloody nose trying to clear-out a town during Operation Nordwind. I thought it was a lot of fun and pretty manageable even for a huge scenario. (I followed the advice in the scenario briefing to flank around the town which is a panzerfaust/panzerschrek gallery. I also ensured that I left flank guards to defend against counter-attacks which the briefing mentions as a possibility.) Overall, I thought it was one of the better CMFB scenarios. Also, I had no tech issues with it whatsoever. My PC/graphics card are both nearly four years old. They were decent when I got them, but certainly not top-of-the-line gaming PC/graphics card even for 2015. Yet, they handled that scenario without any noticeable FPS loss or any "skipping."
  21. Just to be clear, I am asking if the "weapon slot" (the silhouette in the vanilla UI) for DT is missing for everyone else. The DT is IN the game. If you mouse over a crew member manning one then you'll see "DT" as the weapon listed and they will fire them. However, there doesn't appear to be a weapon slot for the DT- no physical depiction of it like for all the other crew weapons of a Soviet tank. In contrast, you'll see the crew manned silhouette of the MG-34 for German tanks and .30 cal. for the Americans. It appears the DT's missing weapon slot was an oversight by BF and just wanted to confirm.
  22. I rarely play the Russians and it's been a while since I played CMRT, but I just noticed that their AFVs have no weapon slot for the DT machine gun (the vehicle version of the DP-27). At first, I thought I was dealing with undermanned crews because I'd see the crew's various small arms and the AP/HE round for the gunner, but if a crew member was manning the bow or turret machine gun (which is labeled by the game as a DT) then there is no weapon shown as if that crew member is missing. This is noticeable with both the vanilla UI and JuJu's UI mod. (I did try to use JuJu's DP-27 weapon slot as a replacement for the DT, but the game won't recognize it.) Is the DT weapon slot missing? (I did a search to see if this was already noticed, but I couldn't find anything. It'd be surprising if this wasn't already noted in the years CMRT has been out, but I want to make sure that I'm not the only one with this issue.)
  23. "Sounds pretty cool, doesn't it? We think so When will it be available to you? As always we have to be vague about it, however we're very sure it will be before the end of the year. We'll know much better after CMFI R2V is out the door, which happens after CMSF2 is in your hands." This is the most amazing part: a release THIS YEAR? So, BF hasn't turned-out anything since April 2017, but they're going to be releasing three major base game/modules within the next six months? They've never done anything like that before. Unbelievably awesome! However, I have to admit that I'm skeptical as to that except for the "unbelievably" part. I'm thrilled we've gotten some concrete info. I'll definitely pre-order both R2V and the CMRT module (I'll skip CMSF2 because I've never purchased any of their hypo modern titles), but I'll be shocked if we do indeed see all three by year's end. However, I dearly hope they prove me wrong.
  24. I wouldn't say I role-play, but I tend to avoid doing "gamey" stuff such as map-edge creeping. I play all scenarios "blind"- I don't peek at the enemy force composition or deployment prior to playing. I don't use trucks or damaged vehicles for recon purposes. Further, dismounted crews are sent to the rear and not used as additional infantry. I try to avoid being careless with the lives of my pixeltruppen. Even playing single-player, there have numerous times when I said myself: "I'm not sending them out there" even though I could always save-scum if a mad-dash didn't pay-off. I just don't do "mad dashes." Yeah, I'm more George McClellan than George Patton as a commander, but that's my play-style. Ruthlessly exploiting the game engine and the AI by using every edge and advantage just doesn't appeal to me. However, I do play to win and trying to beat a scenario within its designer's allotted time adds to the challenge and the fun. (I tried very hard to avoid those "three-hour-you-suck" consolation scenarios in Paper Tiger's Road to Nijmegen campaign.) (I'm a HUGE fan of Scourge of War's "headquarters-in-the-saddle" mode and have fantasized about such a system being in Combat Mission. However, Steve has made it very clear that they have no intention of ever instituting such a system which is understandable considering how limited its appeal would be.)
  25. No problem. I should have taken a closer look myself prior to posting.
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