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sonar

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Everything posted by sonar

  1. Oh, and another thing. I can't see where to place mods, can't see a z folder. where is it located, is it called something else on mac OS X ? Cheers.
  2. Hi. Just got cmrt, trying out the scenario editor it seems that the f keys to assign groups are tied to functions like brightness etc and don't work in the editor. I am new to mac's so excuse me if i'm missing something obvious. And how do you deselect a units group tag i.e. A1 if you want to remove it from that group. Cheers.
  3. Don't matter if i move one as left or right,as he has no smoke shells left. Sorry, should have saved the turn, never mind.
  4. Yeah, know about line of fire but this was hitting the trunk of the tree they were under about a foot in front of them and the shells were going of at their feet, not like setting up too close to a building. This was on the very edge of treeline and only one tree in front of them, the one they managed to hit. I'm not saying i can't live with it and it maybe a rare event but they should not be doing that.
  5. Hi, on board 81mm on edge of treeline given a smoke target.Out of 6 smoke rounds two land on target, the other four hit the trunk of the tree the mortsr is positioned next to. they are now enveloped in a cloud of there own smoke. Bug?
  6. Hi, don't know if this has been remarked on before. Forward observer default position seems to be prone, unless there is a wall or hedge, then he'll go into a kneel. The problem is in some instances theat makes all the differnce. Playing a game, mg on same spot in treeline can target most of village objective while FO can't even see the village as he is lying flat. It would be good if there were an open up type command which would make the spotter kneel up. Maybe that's no big thing but i noticed it and thought i'd mention it. Also what would be helpful would be if when you click an on board asset on the available arty screen, the selected gun also lit up, so hard to know who's who and where. Cheers
  7. What I think is the real problem with mg deployment and would like to see, is the ai deploying mg's automatically.In single player it seems they take an age to deploy, and the los issue's due to gun placement is a pain.
  8. Hi i see other people have had this problem but couldn't see a solution in the posts i read. I Installed the patch and got, "Trial is locked and must be activated". When I try to activate it says to enter my "serial". put in my elicense but say's it's wrong. I got my download on a pc, other than the one i'm running the game on, as that has no internet connection. Will this affect the activation in any way? Cheers.
  9. With all the talk about the ui, and how it should best be utilised, I was wondering. When no units are selected the ui is blank. Couldn't the default ui, show an oob for your side, or some other info ? Cheers.
  10. Ideally, I'd like to see reinforcements linked to losses, then they would only be released if they were required.
  11. I'd say it's gamey,if the unit that rushes the vl has no real chance of surviving the encounter. Rushing a squad, or a tank into a position, that you know will get them wiped out in the next turn or two, is something you wouldn't do, so to do it in the final turn to grab some points, is gamey.
  12. Hey, does anyone know what the drill is for the ai, when using mg's on the attack. I never seem to see them deploying.
  13. Another factor in the Hmg debate, is the fact that over distance, an advancing squad usually ends up running in single file, this is one behaviour I would like to see addressed. I can't see why the squads can't be a bit more elastic when moving, and then snap back into the action spot when they stop. This should be possible as i've seen men left way behind the rest of the squad, they still catch up and the squad regroups. also in terms of engagement ranges for smg's, from what I understand, their limited range was one of the reasons they were issued to squad leaders and officers, to discourage them from getting involved in the firefight as just another shooter, instead of leading the squad through target designation and such.
  14. Hi, yeah I know about plotting the waypoints, but it still happens.
  15. Hi, someting else I thought had been worked on, has it ? Played quick battle today, automatic force selection. play as germans set to Mech Inf, I get- 1 Pz Gn Batt, Stummel, puma, psw 222,plus1 unattached pltn, but minus all the battalion's heavy mg's. Ai set to mix, it gets- 7 shermans, 1 armoured car, 1 halftrack, an mg and a bazooka. A battalion going into battle with no mgs whatsoever is unrealistic, but the ai mixed force, is no mix at all. Shouldn't a mixed force in almost all cases, be infantry heavy, supported by armour? The way it is just now, it seems that the automatic force selection is useless, as it can't be depended on, to make realistic choices. Really annoying, considering the time it takes, to load a battle, sort out a battalion, then commence play, only to find the battle is hopelessly lopsided and virtually unwinable, for either one side or the other. It would be good if this could be improved, as it takes away from the game, if you always end up choosing the ai's force, in a battle. Anyone know the official line on this ? Cheers.
  16. Hi, I thought this was fixed? in the last two games I've played, that had bridges in them, I have lost tanks to them. The tanks go down into the water under the bridge, when attempting to cross, then just sit there. I can give them waypoints at the beginning of a turn, but by the end of the turn the have not moved and the waypoint is gone. This is very annoying and should be fixed if possible. Cheers.
  17. Hey, check out this site for 1:2500 maps of Germany, it's a cracker. Cheers http://lib.byu.edu/digital/germanmaps//
  18. Just wondering how they'll match up as opposed to the Garand against the K98.
  19. I mean for the enemy AI. I have by this stage realised that the deploy weapon button for my troops might just mean deploy weapon. Cheers.
  20. Hi, is there a default time on when the AI will set up their hmg's, when moving forward. On the attack in the scenario I'm building, they seem to almost always be undeployed even while waiting or under fire for minutes at a time. Cheers
  21. Hi, when I load up the html file, some of the colums are all squashed up and unreadable, what did i miss ? cheers
  22. Can't known positins just be dealt with in the briefing, ie " we think the enemy have set up an mg in the barn to cover the crossroads and there is an AT position just left of the bridge on the opposite bank" This would be much more realistic and gives more of a back story to the mission. It is also something I would like to see scenario builders use more, rather than the usual, which is to give you a rundown on the enemy forces then leave it at they are "somewhere " to your front.
  23. I've seen this before, both squad mg's shoulder slung and thinking what are you two doing, not seen it too much but now and again yes.
  24. I hardly ever target, individual squads are usualy very good at looking after themselve's I find.
  25. Ammo sharing hmm, maybe it's that, will check, how nearby is nearby ? no casualties suffered.
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