Jump to content

General Jack Ripper

Members
  • Posts

    2,326
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by General Jack Ripper

  1. It's not just you, I've noticed the same thing since I bought my new computer. I just never said anything 'cause it didn't really concern me. HA! I do exactly the same thing!
  2. I'd like to try it, but I'd need to see if I can run the scenario first.
  3. You are misunderstanding the use of the icons in the game interface. The C2 Icons in the lower left of the interface, just above the suppression meter, show the current links between the selected unit and it's higher chain of command. Look at 3 Section HQ in your second screenshot. Notice the green dots next to each unit in the small UNIT screen on the lower right. This means the currently selected Section HQ is in C2 contact with each of it's detachments. However, 3 Section HQ is NOT in contact with 1 troop, hence the lack of C2 Links on the left. In the screenshot above, 1 Detachment is in voice contact with 3 Section HQ, but cannot see them because they are inside a house. It does NOT mean 3 Section HQ cannot see 1 Detachment, that information is just not presented in the game interface. Why? Because it doesn't matter. Remember: C2 Links are always shown from bottom to the top of the chain of command, NOT from the top down. The only top down interface is in the HQ unit's UNIT or FORMATION section on the right. I hope this helps, because I'm not very good with text. Perhaps I should make a video explaining how C2 works. Hell, I could probably animate the entire game manual.
  4. At the very least, you could release the map itself. It looks great!
  5. Simple, World War Two wasn't a battle of technology, it was a battle of production. The United States and the Soviet Union built more weapons faster than they could be destroyed. Take a look at the battle of the Atlantic, the simple answer to the Uboat threat was to build more ships than the Germans could sink. It got to the point where a new Liberty Ship was rolling off the production lines every single day. While a Uboat might spend two or three weeks at sea and sink five or six ships, by the time he got back to base the losses had already been replaced. The same is true for tanks, with about 50,000 Sherman tanks being built during the war. We simply built tanks faster than the Germans could destroy them.
  6. I think maybe if BFC decide to do a "Weird and Wunderwaffe" vehicle pack, say after CMBN is completely finished, we might see some stuff like this. I would certainly like a "Space Lobsters of DOOM" module, sort of on the line of the giant ant maps for C&C Red Alert. Just because we're playing a very serious wargame, doesn't mean we can't be a bit silly once in a while.
  7. One thing to remember about quick battles, you don't need to save any ammunition. If you haven't used up 95% of your ammo by the end of the battle, you haven't been shooting enough.
  8. The Road to Montebourg Part 13 is now up for viewing. I titled this part "The Red Mist Descends" for a reason which will become obvious near the end of the video.
  9. JK, Sounds like a fun battle. Has the learning curve flattened out a bit?
  10. I know it's been 2 weeks since an update, and I apologize for the parts that were under my control. Anyway, Les Licornets 3 "Major Blunders" is now posted here. I hope you enjoy this next piece, and I'll have more posted some time this weekend.
  11. Oh, sure you can't play over the internet, but if you have real people living nearby who play CM it's a whole different story. Given that hotseat and pbem functionality are so similar, I'm wondering if it would be possible to patch in real multiplayer campaigns. Granted, I'm sure this has already been discussed to death here, so I'll stop.
  12. Yes I could. In fact, I have already begun. I tested the ability to play h2h with the KG Engel campaign. The first battle seemed to get buggy, as one side had all of it's LOS and LOF calculations done as if 30 meters in the air. I watched cannon fire pass through solid terrain and impact into defilade positions. However, after surrendering in the first battle, the second battle loaded and played normally. It was definitely a strange experience seeing so much empty space, after spending months fighting in bocage country on the Road to Montebourg. If anything, you went a little too crazy chopping down the trees and hedges!
  13. That campaign extractor tool, just like those that came before it, will extract scenarios from a campaign. It will not extract campaign script files, which would need to be edited to make a h2h campaign. I have had a moment of success downloading a modified version of KG Engel from the repository, which contained all individual scenarios, and a campaign script file. So I edited the script file, and went into the scenario editor and hit 'make campaign'. Hey presto! It worked, and now I have a modified version of KG Engel that can be played hotseat multiplayer. So all that's really needed is for campaign designers to either enable a human opponent when making campaigns (and seriously people, why not do this?), or to include a copy of the campaign script when releasing a campaign.
  14. Updated mod version 1.5 at CMMods. I attempted to update the mod entry here at the repository, but I think the repository hates me.
  15. I managed to recover my CMMods account and post the updated mod there. NOW GO FETCH!
  16. Les Licornets Part 2 This segment contains the advance to the next bocage line, and contact with the first real German forces. This was my first experience with some new soldier behavior from the game engine updates. The new machinegun rates of fire came as a surprise, and I had to take steps to conserve ammunition almost immediately. This segment also has my first casualty, resulting from a dumb mistake on my part.
  17. There is nothing wrong with your ears. The sound mod you are hearing is my own personal sound mod. Day of Defeat Sound Mod. I'm trying to upload an updated mod with the latest working sounds, but the repository won't seem to accept my updated file. I might have to delete the mod and repost the whole thing.
  18. I asked about this once a long time ago, but I hadn't had any success. I figure since time has gone by my chances might be better. I am interested in finding campaigns that can be played head to head, either by tcp/ip or hotseat. I know most of the early campaigns, and stock campaigns, had this feature disabled by default. I am also aware that making a campaign playable by two players simply needs the [Allow Human Opponent] tag in the campaign script to say 'yes' after it. My question is, has anyone actually done this? I do not care about so-called "balanced" campaigns purpose built for Head-To-Head play (although that might be fun), my desire is to be able to act as the "Opposing Force" in a regular campaign, and help train some new CM players. Any suggestions as to available campaigns that might fit the bill are appreciated.
  19. Vehicle Pack Order - Download + Delivery = $30 Shipping and Handling Fee = $10 The groceries I was going to buy this week = $40 Laughing maniacally while I burn an entire town to ashes with FLAMETHROWERS = Priceless! There are some things money can't buy, for everything else there's jellied gasoline.
  20. Les Licornets - Part 1 - "A New Plan?" I have finished recording all of the gameplay from "Les Licornets". The total length of video is over 3 hours, so either I will end up cutting some out, or posting all of it in a series of bite size chunks. Les Licornets is by far the toughest battle I have fought yet. The total casualties came in higher than the "Hamburger Hameau". The only consolation I can take away is that I inflicted many more casualties than I received. A quick note on this segment: I really need to re-think my approach to using artillery. I tend to either use not enough, or too much. I acknowledge in the video that my artillery plan is crap, the trouble is I didn't realize it until after I hit go. This segment is mostly movement, so it might be a bit boring. Part 2 should pick up the action. Any questions, or comments feel free to post them, I live for criticism.
  21. That post is based on a recollection of a post Steve made a couple of years ago. I could have a search around.
  22. The game is not an exact simulation of real life. In the game, when calling for fire, two spotting rounds are fired. It doesn't matter where the spotting rounds land, only that the observer can see them. If the observer sees BOTH spotting rounds land, then your strike will come in on time and on target. If the observer only sees ONE of the two rounds land, then the strike will come in on time, just not perfectly on target. If the observer cannot see either of the two spotting rounds, more spotting rounds will be fired until the observer sees one. There will then be a fire for effect call, and the strike will arrive with a high margin for error. If the accuracy of the strike is paramount: After two spotting rounds are fired, if the observer does not immediately say "fire for effect" cancel the mission and replot it. If the observer does not see one of the two initial spotting rounds, your artillery will be inaccurate and there's nothing you can do but start over.
  23. I've seen the same behavior on a few occasions, and this solution has worked for me every time.
  24. Okay, some creative discovery has led me to know that all I need to do is advance to the next battle, and all the textures will be fine. I was freaking out a bit, I didn't know if I would have had to start the whole campaign over again.
×
×
  • Create New...