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General Jack Ripper

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Everything posted by General Jack Ripper

  1. Well, if you're incapable of using the scroll wheel on your mouse... there has been a General Discussion Forum available since these forums existed.
  2. I don't usually explain myself to people who call me a liar, so consider yourself educated: Your team using the Hunt command spots the enemy, and attempts to engage said enemy AS INTENDED. All commands attached to the Hunt command self-cancel, and the team activates it's "Take Cover" movement. Your team attempts to fire at the enemy they've spotted AS INTENDED. The enemy shoots back. Your team realizes they're in mortal danger, and plot a path to the nearest solid cover. The nearest solid cover is behind the wall. The team runs into the open in order to run to the other side of the wall. Once the team gets into the open, they come under fire from other unspotted enemy teams in the building to the right. Realizing they're in even more danger, your team becomes suppressed, attempts to return to their original position, and takes casualties. Here's another tidbit for your reading pleasure: CMx1 games have absolutely nothing to do with CMx2 games. The foreword chapter from the manual for Combat Mission: Shock Force was literally titled: "Unlearning Combat Mission" MAYBE YOU SHOULD FOLLOW THAT ADVICE. So what? That has nothing to do with anything whatsoever. What about if the team comes under enemy fire? That's a bit different, dont'cha think?
  3. Before you hit the red button, have a quick tab through all your units and ask yourself, "Do I REALLY want to do this?" If the answer is "No" then doing nothing is preferable to doing something.
  4. Can't. Stop. Laughing. Man, ain't that the truth. Sometimes this place reminds me of middle school, and not in a good way.
  5. Actually it is. You are not very familiar with how the 'Hunt' command works. The team spotted enemy troops, which causes the string of orders attached to the Hunt command to self-cancel. Which means the team won't hide or face, so they open fire instead. Hunt is used as a "move until you see something" command. It's not a "move slowly this way then hide" command. Attaching other commands to a "Hunt" order only works properly if they don't see anything.
  6. ... and this is why we keep such discussions to the GDF. I'll just see myself out.
  7. It's part of the intro for the movie "Hot Shots". https://www.youtube.com/watch?v=ih78dz2XyLc
  8. Yes. It is. Some members catch serious stick for posting off-topic in the wrong forum. What, should we make an exception for you?
  9. It depends on the person. Doing a 1:1 campaign doesn't mean you never shut the game off. It just means you never use time compression. I.E. if you have a three week course to reach your patrol area, it will take you three weeks in-game to get there. I would shut the game off when sleeping, or at work or school, but the moment I got home I turned it back on again. It took me five years to go from September 1939 - July 1941, when I got sunk off the coast of Gibraltar.
  10. The Z folder within your Data folder still works exactly the same as it did before.
  11. Honestly, I'd be happy with a mine-clearing plow on the front of the already existent Engineering Support Vehicle. We need nothing more than that.
  12. Oh god, what have you wrought? And people think I'm crazy...
  13. The briefing mentioned it, but the lack of actual landmines at the time meant it was nothing but a landmark.
  14. You don't. Just walk your engineers back and forth through the suspected minefield and they should eventually spot all the mines. Make sure to give a movement waypoint on every action spot. Once the mines are spotted, move your engineers into the spot adjacent to the mines, and the mark mines command will be active. It usually takes a turn or two to mark mines, but realize one thing: Marked mines are still dangerous. Ignore the naysayers in the thread, it's really not all that difficult. Observe, and learn:
  15. As a long-time member of the aforementioned club, I hereby give you and anyone reading this thread permission to use the 'lunatic' title.
  16. Nonsense. More nonsense. 2.01 patch had nothing to do with unit pathfinding: ********************************v2.01 PATCH NOTES********************************CAMPAIGNS AND SCENARIOS- The Semper Fi Syria campaign now only requires the USMC Module.TO&E- Various minor adjustments.- G-36 rifles removed from some Dutch vehicle crews.- Stingers and Stinger teams removed from British Army.QUICK BATTLES- Numerous adjustments to normalize equipment available to the branches of different nations. For example, tanks were removed from service Infantry branches, and added tanks to service armored/mech infantry branches.- Unconventional Infantry now have access to technicals.- Several Quick Battle maps were updated.BUG FIXES- All on-map mortars can now be properly used in indirect fire missions.- Spies are once again stealthy, based on Civilian Density.- Equipment adjustments to Marine, Dutch, and German soldier models.- Many minor art fixes.- Fixes to misplaced crewmembers.- Fixes for incorrectly assigned floating icons.- Linear assembly tool now works properly with ditches.- When opening a map from CMSF1 in CMSF2, ditches will no longer convert to wire fences.- Various crash and hang fixes.MISC-Updated base game manual PDF, with a fortifications chapter that explains use of IEDs. Oh please.
  17. Create a test map, open, flat, 2k by 2k, then see if you can call in an artillery mission further than 1000 meters. Make sure the weather is set to clear. I see them walking around with pistols in their hands, but when they shoot they switch back to the carbine unless they are very low on ammo. Tell that to the fanatical SF and Combatants I shelled repeatedly during Ash Shammas: https://youtu.be/nTTDoXY0CQA
  18. This is the CM2 General Discussion forum. What does this have to do with CM2? Nothing.
  19. Yeah. Got plenty of those too, but 'The Liberation of Gracemeria" is just one of my all-time favorites.
  20. Thanks for the plug. You can watch through my entire playthrough using the link below: https://www.youtube.com/watch?v=nc6P5rUN400&list=PLmW_vcwM_qxs2gduawKbwEN4fcCY5vyM7&index=41 I think @domfluff has the gist of it. MOUT is like putting together a jigsaw puzzle where every piece you get wrong will kill you, and even some of the pieces you get right will kill you too. The most important thing for me in an urban environment is actually managing the game clock. Don't go too slow, but most importantly, DON'T GO TOO FAST. Part of my TTP video series contains an unscripted rambling about street fighting: https://www.youtube.com/watch?v=g4Q4vs6G0P4&list=PLmW_vcwM_qxukdDjpfUEerpICUzTrTKek&index=13 Personally I think the quality is somewhat dubious, but I received enough positive feedback to leave it posted.
  21. The briefing said, "Get in, kill everyone, get out." I like a simple mission like that.
  22. Welcome to the forums. You'll learn us pretty quickly, no flaws, lots of vices, and an indecipherable sense of humor.
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