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Cambronne

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Posts posted by Cambronne

  1. The airborne branch of Syrian army is part of the Special Forces category. But the scenarios made with airborne units in them cannot be loaded at all.  The marines module is required.  I only have the base game as of now. So the airborne units are part of the base game(because I can see them, select them and even deploy them in 3D) but the scenario cannot be loaded.

  2. Is the points system an engine issue? I mean will the CMSF2  units have points attached? We play a global campaign based on Hearts of Iron and CMRT combo, using Combat Mission to conclude the HOI battles from the tactical point of view.  But as it is,wanting to run in parallel a CMSF based campaign, we find it difficult to replicate HOI units into CMSF since there are no points to simulate the unit combat power. And this is more important in modern warfare since there are tons of  internal sensors, optics, armor material and other modifications that make a seemingly similar tank/unit completely different from others.

  3. The Russians are missing no matter if they are AI or player. I tried it both ways. The scenarios played separately are working well. I'll check the script but shouldn't it pop up a warning message if something wrong? There it is:

     

    /*campanie*/
    [PLAYER FORCE] red
    [HUMAN OPPONENT ALLOWED] no

    [bLUE VICTORY TEXT] You won!
    [bLUE DEFEAT TEXT] You lost!

    [RED VICTORY TEXT] You won!
    [RED DEFEAT TEXT] You lost!

    /*Battle #1*/
    [bATTLE NAME] bat1
    [WIN THRESHOLD] tactical victory
    [NEXT BATTLE IF WIN] bat2
    [NEXT BATTLE IF LOSE] bat2

    [bLUE REFIT %] 0
    [bLUE REPAIR VEHICLE %] 0
    [bLUE RESUPPLY %] 0
    [bLUE REST %] 0

    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 0
    [RED RESUPPLY %] 0
    [RED REST %] 0

    /*Battle #2*/
    [bATTLE NAME] bat2
    [WIN THRESHOLD] minor defeat
    [NEXT BATTLE IF WIN] // end campaign
    [NEXT BATTLE IF LOSE] // end campaign

    [bLUE REFIT %] 0
    [bLUE REPAIR VEHICLE %] 0
    [bLUE RESUPPLY %] 0
    [bLUE REST %] 0

    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 0
    [RED RESUPPLY %] 0
    [RED REST %] 0

  4. Hi, I was trying to engage into the campaign making so I started with a small two battle campaign to observe the behavior of the campaign maker engine. Everything is going OK... except that the Russians are not appearing on the battlefield. I checked and re-checked both scenarios  and everything seemed in good order. In the first place I thought that the bastard cowards deserted en masse from the Red Army but then I remembered it was just a computer game so it must be something else. Anybody else met this problem? What could I have done wrong? The campaign script doesn't report any errors and, yes, the Russian core units are activated.

  5. Ah, there's your problem. Those times are for *if the trigger isn't tripped*. So the game takes you at your word and move out at 0:00. If instead you had put 0:20:00 and 2:00:00 the AI would have either moved out once the trigger was tripped or started out after 20 minutes. Whichever happened first.

     

    The new-look AI orders are less tolerant of zeroed-out AI times then earlier. It prefers either a trigger or a hard movement number

     

    Well, that seems not to be true. I did a test, setting the timer between 40 and 50 and made the enemy troops to hit the trigger terrain after about 5-6 minutes after the start of the scenario. The AI group simply sat "in situ". Besides, the manual is very clear about it saying that:

       " The first time tells the AI to NEVER start the Order until that time even if the Trigger is tripped.  The second time tells the AI to NEVER start the Order later than that time even if the Trigger is not tripped.  The time period between the first and second settings is when the Order is paused waiting for the Trigger to be tripped.If you want a Group to always wait for a Trigger to be tripped leave the first time to 00:00 and set the second timer to something greater than the scenario's maximum game time."

     

    So Steiner must be right and the triggers in the Quick Battles are broken... or there is some weird trick not mentioned in the manual.  

  6. hello, I didn't notice any difference between standard appearance and panzergrenadier. I tried a few settings but to no avail. Could be a bug there? I thought it was possible to hand-pick uniforms in the editor on a unit basis but it doesn't seem possible( at least for me).

  7. Me too. The Free French regulars were way more likely to get involved in the type of battle that CMBN simulates than the resistance was.

    Well,my understanding is that CMBN simulates small scale tactical encounters between two groups of people,not necessary regular forces. So I cannot imagine the partisans missing from it after the last module is released.

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