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Rokossovski

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Everything posted by Rokossovski

  1. I have the problem as well. Not sure if it's related, but I've noticed the elevations are behaving oddly in the editor. Usually they key into the surrounding set elevations, but they now don't. My specs: Windows 7 Home Premium; Intel Core i7-4770 CPU @ 3.40 GHz; 16.0 GB RAM; 64-bit OS; GeForce GTX 760 video card.
  2. To use precision munitions, first select "point target." Then, select your target. Next, you will be asked to select the number of tubes to employ. That will determine the number of precision rounds used (up to one precision round per tube, assuming you have precision rounds available). Next, the menu presented will ask if you wish for "emergency," "heavy," "medium," "light," or "harass" fires, or "precision" or "smoke." Select "precision." The remaining menus are the same as usual. The trick is to select "point target" and to remember that the choice to use precision munitions is only presented in a later menu. If you are not eventually given the choice to use precisions rounds, but have a laser designator, and have line-of-sight to your target, and your off-map asset has precision munitions available, then I'm not sure what the problem might be. I hope this helps.
  3. I removed all mods, but the problem remains (at least for the QB map I checked, "Hills - Forest 228 Attack"). Perhaps this thread should be moved to the tech support forum?
  4. I've had the same problem on several quickbattle maps. This cropped up in CMFI as well, if I recall correctly.
  5. Thank you! There are a lot of gems in there (such as the basketball hoop under "street lamps") that I wouldn't have noticed without this guide.
  6. As one of those who suffered from the bug, I remain grateful they took to trouble to find and smash it.
  7. Wow! Impressive. This game is even more precise than I thought. And I already thought it was pretty darn precise. Given the system you have described, I would expect that with shrapnel or similar complications it would not always be necessary to score a *direct* hit to cause casualties or damage to crew members or internal systems. The effect (I would imagine) would vary based on what sort object is exploding/bouncing around the vehicle interior.
  8. Yes, its a really enjoyable and well crafted game. The best I've seen in its genre. It deserves a wider audience.
  9. Thanks for the fix. My pixeltruppen seem to be moving in and out of buildings just fine now.
  10. As reported in another thread, the update has fixed the entry bug in CMFI for me. Thanks Phil, and all who worked on this with you! (Now apply the same fix to CMRT!)
  11. No, the filename is "CMFI v300 Upgrade Setup.exe." When I redownload, it asks for my license key, I provide it, and then I redownload the file. Each time, it has been "CMFI v300 Upgrade Setup.exe." No "B".
  12. Also, I just purchased the 3.0 upgrade for CMBN, and now the "entry bug" appears in CMBN.
  13. This is wonderful news, but unfortunately I can't seem to get it to work. I have twice redownloaded version 3.0 for CMFI but it doesn't show up as version "B" and troops continue to refuse to enter single story buildings. I removed all mods and disabled my anti-virus before redownloading. What am I doing wrong? How can I download the updated version of the upgrade? (Sorry, I'm not technically sophisticated).
  14. Having upgraded CMFI to 3.0, I am dismayed to find that no fix was included for the "cannot enter one-story buildings bug" that bedevils (for many computers) both CMFI and CMRT. A patch would have been logical as well, but I cannot see why a fix was not included in the upgrade -- the problem has been known for months. https://www.battlefront.com/community/showthread.php?t=114405 Now, I don't dare buy the 3.0 upgrade for CMBN, because that is the only CM title that works on my computer and I don't want to do anything that would introduce the bug into that program.
  15. Really nice map. I'm looking forward to this one.
  16. Hopefully the single story entry bug will not make an appearance . . .
  17. If I design a scenario with specific weather conditions, then I want the scenario to play using those specific weather conditions. Weather is typically chosen by the designer for a reason, and having that choice altered randomly or semi-randomly would be a bad thing. As a toggle-able option for the designer (or person setting up a quick-battle) I could see a role for dynamic weather, even if it wouldn't be my cup of tea.
  18. . . . Now if we could just get Partisans . . . and Romanians . . . and Hungarians . . . and Fins . . . and Soviet Naval Infantry . . . and . . . Volksturm . . . and . . .
  19. In all seriousness, when driving around I tend to consider how I would render the terrain using the combat missions map editor. Where I live, the editor from CMFI comes pretty close (except for the buildings).
  20. I just look at the color of the command line leading to my wife to see if I am still under control.
  21. I agree, it would be great to have that bug squished. The bug really effects all scenarios, because even if there are multi-story buildings on a map usually at least a few single story buildings cannot be entered. And typically you don't know they can't be entered until you're playing and it becomes a problem. Every day I check the tech forum to see if there has been any progress. If Phil has found a fix, then good for him. I eagerly await the patch. (And hopefully the same bug-fix for CMFI).
  22. That's a really great mod. It's been a fixture of my "Z" folder. I hope when CM Black Sea comes out, (or the rumored updated version of CMSF) you'll consider doing another African mod pack!
  23. Apocal, Thanks for hunting that down. That's good news. I'll have to have a test run pitting Soviet Tank Hunter teams against their customary prey. Does anyone have an opinion as to how effective they appear to be in-game so far?
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