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Mad Russian

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Posts posted by Mad Russian

  1. Originally posted by Major Gregg:

    I've created a fictional map that I'm testing out a scenario on but I'm wondering how or even if you can place the defensive positions on the map.This would be a typical Allied assault on a heavily defended position.I've done my set up zones and I was testing how the AI does on setting pillboxes in key areas and I'm not getting the results I'd like,it's putting them in very odd areas.I have some VL on the map and it will deploy troops and some armor decently enough but can I somehow place the defenses myself? I can't find anything in the manual.This is for CMAK but I'm reading the CMBB manual,should be the same.Thanks

    If you created the map you can certainly set the defense yourself. You can also lock the pillboxes while leaving the rest of the defense for the computer to set up. Once you are ready to set the defense preview the map and you should see all the forces available. You can place them anywhere you like. You should predetermine the setup zones so that you tell the computer the area you want it to use if you decide on letting the AI set up some of the defense at random.

    Panther Commander

  2. Originally posted by Runyan99:

    See where I am going with this? [/QB]

    Yes I think I do. You want CM to be like real combat. You need to go outside and dig a hole in the back yard. Sleep out there for a few days, rain or shine, eat your meals out of a can, have the local gang come by and do drive by shootings at you, while you are in your hole. You get to shoot back by the way. :cool: In the interim you can play CM. But it has to be in the dirt or mud. We can get the wife to turn the sprinkler on you for added effect. :D

    I for one don't want CM to represent REAL combat. I want it to simulate it. The game allows for different representations of combat.

    If you don't like one kind find one you do like. There are a lot of different designers out there doing some very good work. Several of them specialize in longer more detailed scenarios. I suggest you find a couple of those and try their work. You will find most of my work to be aimed at the short brutal firefight that is over in less than 35 minutes.

    Panther Commander

  3. Originally posted by Runyan99:

    </font><blockquote>quote:</font><hr />Originally posted by Kozure:

    Runyan is specifically asking about trying to simulate the long ramp up to the climactic battle which is typically depicted as the main event.

    No. I think most people misunderstand me here.

    I am arguing that the 'climactic battle' itself takes longer than 20-30 minutes. I am arguing that it will often take 60-180 minutes, of actual bullets flying, before contact is broken, units reorganize, ammo is brought up, and the advance is resumed.

    I am arguing that a six hour battle, for example, to take a small town, may consist of two or three of these 'climactic battles'.

    I am suggesting that a CM engine better able to encompass 60-180 minute combat periods would be more realistic than what we have now. </font>

  4. US Army 1974-1978.

    Combat Engineer assigned to 23rd Engineer Battalion of the 3rd Armored Division in Germany. Left Germany in Dec 77. Sent to Fort Sill to make concrete pads for Gun Bunnies. Let Fort Sill to live a warm life in Texas.

    Was an M60 gunner, M113 driver, demolition specialist, Colonel's driver, Bn Mail Clerk and Squad Leader. In that order.

    Panther Commander

  5. The battle for Mortain was the name that the Americans gave to the last German offensive in France 1944. The Germans called it Operation Luttich. Hitler ordered that Avranches be captured, to cut off Patton's 3rd Army, that was running wild in Brittany.

    The German main thrust was through the village of Sainte Barthelemy. It took the Germans 6 hours to take the village.

    We'll see how well you can do! :D

    This scenario is ready for playtesting at The Proving Grounds now. ;)

    Good Luck! You may need it before you are through! :D

    Panther Commander

  6. I have been having very poor results with my artillery lately. I have been trying to use it as HE like they did in the actual fighting and it does very poorly. If I fire it as smoke I can at least get my guys close enough to offset the losses that I get after the HE barrage does nothing.

    Is anyone else finding that artillery is basically a waste of time if you fire HE? Is this a bug or was artillery fire that bad?

    Panther Commander

  7. Originally posted by haido:

    I've been hearing rumours of people modding the CMAK engine to take place in CMBO?

    Is this true?

    If so:

    - When is it expected to come?

    - Will it just be scenarios or a TC?

    - Will we be able to play QB in western europe as well?

    Thanks for any information.

    What you are hearing rumors of, I believe, is that the CMAK game is being used to create North Western European scenarios. smile.gif

    For the US CMAK will do about 90% of actions that have US units in them. The German forces are missing just a couple of things like King Tigers, Hunting Tigers and the VG. UK forces are a bit harder to recreate, because of the difference in tanks used in the Med vs what was used in NW Europe.

    I know that a group called the Historic Scenario Group (HSG), is working on a pack of "Battle for France" scenarios, that are in playtesting at the moment. Those that are in current playtest can be found at The Proving Grounds. The pack is to include several battles and a couple of operations. I believe that pack will be released in about another month. :D

    There are other NW Europe scenarios that have been posted to the CMAK section of The Scenario Depot. With more showing up daily. :cool:

    I don't believe that BFC plans on an upgrade of CMBO. They are working on the new game engine CMx2 at the moment. They have not announced yet which theaters it will originally cover but you may see them revisit NW Europe then. I hope this helps.

    Panther Commander

  8. Originally posted by Panzerman:

    </font><blockquote>quote:</font><hr />Originally posted by Panther Commander:

    What exactly does fitness do to a unit?? :confused: :confused:

    I had a company commander be unfit for a test and I could see no difference in his performance than from any other HQ on the field.

    Panther Commander

    PC, fitness effects how long a unit can run, or even walk without getting tired, exshausted etc.

    For example a, weakend unit tires in half the time of a fit unit (in my experience anyway). An unfit unit is in even worse shape. </font>

  9. I am doing an operation on the battle to take and hold Sainte-Mere-Eglise on 6 June. In a effort to model the paratroopers and the German garrison I am looking at all the different levels of experience, fitness, fatigue and suppression. I think I have an idea of how each of them works and affects the unit involved except fitness.

    What exactly does fitness do to a unit?? :confused: :confused:

    I had a company commander be unfit for a test and I could see no difference in his performance than from any other HQ on the field.

    Panther Commander

  10. Originally posted by Michael Dorosh:

    Bear in mind - and I'll mention this here because it was brought up in the patch request thread (by me redface.gif ) - Canadians never used Churchills in Italy. The Ontario Regiment (11th Canadian Armoured Regiment) which is depicted in your scenario, used Shermans exclusively in the Italian campaign.

    Well, in this case, adding the Churchills may have been to help with converting some old CMBO scenarios over to CMAK play. I really don't care why BFC included them, but, I for one will take them. Wish the Cromwell had come over too! :D

    Panther Commander

  11. Originally posted by Sgian Dubh:

    Hi all,

    I have designed a 800x900 meter map of farm land with a road crossing. I am planning this to be a AXIS held road junction with a small command post nearby.

    I would love comment on the map, but what I really need is help selecting the correct units. I've picked what I think would be appropriate, but the map seems to crowded. The problem is that I can't figure out what to take away.

    If any kind soul is interested, let me know and I will PM you the file.

    Thanks.

    Send it over and I'll look at it too if you like.

    Panther Commander

  12. Originally posted by AC:

    Are there any MP ladders for CM:AK? Or other sites where to find opponents... I need to get one soonish as beating the AI isn't much fun anymore...

    If one of you wants to hand me my ass on a plate, send a private message and we'll set up a PBEM...

    BTW I've never tried against a human before ;)

    If you are good at beating the AI then we can sure use you at The Proving Grounds for playtesting if you think that would suit you. We are always looking for good players to test our scenarios. :D:D

    Panther Commander

  13. Originally posted by Waddy_04:

    Hi,

    I can't get my Brit arty spotters into any kind of vehicles. Been trying to make them ride Bren carriers, trucks etc. but they simply won't step in. Bugs me a bit, as I'd love to keep the spotters in the front of my armoured columns...

    Has anyone else noticed the same problem or is it just me?

    What size are they? They may be too big to be carried.

    Panther Commander

  14. While not wanting to get into the entire air support issue, there is a bug with at least one plane. The P-47 seems to want to drop bombs in sets of three. And they want to do it TWICE!! ;) For a total of SIX bombs carried. Rockets I could see...I could see smoke trails coming with them too...but not six bombs. :rolleyes:

    Now while this is great if you are an American commander, AND...IF, the P-47 is not dropping all those bombs on you! :D It is a bit unrealistic. P-47's carried TWO 500# GP bombs. One under each wing. I have not encountered any other bugs with aircraft and wouldn't have reported this one except that I was playing the Germans at the time... :D:D:D

    Panther Commander

  15. Originally posted by GreenAsJade:

    </font><blockquote>quote:</font><hr />Originally posted by Panther Commander:

    I would like to run some mods but don't have a clue about how to start.

    You download a Mod from anywhere and put it in a "Mods" directory... with a couple of clicks McMMM installs it into your Combat Mission installation, and backs up the original BMPs (or WAVs).

    McMMM keeps track of what Mods are installed at any given time.

    If you don't like a Mod, at any time, McMMM can uninstall it again (restoring the original BMP/WAVs in the process), with only a click or two.

    That sounds simple enough so where do you make a mods directory? Are there directions to get started on the site?

    Panther Commander

    Yes, download McMMM.zip and read the help file contained within ... McMMM.htm.

    If you need more help, drop me an email.

    (It doesn't matter where you put your mods directory: where ever is convenient for you).

    GaJ. </font>

  16. Is the CMMOD site down? For days now all I get is this error message:

    CMMods Registration - Error Message

    We couldn't process your Notes.net registration because the name you

    submitted, Panther Commander, is already in use or not allowed.

    Doesn't matter what login name I try to use. I am new to the site and am trying to login for the first time. Maybe they just don't want new members. I don't know.

    Panther Commander

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