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GreenAsJade

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Everything posted by GreenAsJade

  1. Actually, they aren't taking any other fire. The other bullets you see are crossfire from unrelated skirmishes. When I zoom out it appears clear that these bullets are intended for nor intersecting with the guys in question. As always, I can send the save file if needed. I have heard that foxholes are being improved in the patch. This is good news. What I hadn't realised up till now is just how urgent that improvment is. I for one won't be playing any more attack/defense games till it's fixed. GaJ
  2. Thats OK except when the scenario design determines where they are, and doesn't provide anything else (as in this case). GaJ
  3. (note: One argument would be "hey, the enemy went outside your covered arc, so your guys stopped shooting at them". That would be OK, except we heard from Steve that guys are supposed to ignore covered arcs if they are threatened... and indeed, they should do that... so maybe its both covered arcs _and_ foxholes that are broken!)
  4. ... I just had a team of 4 enemy guys rush across an open field and leap into the foxholes that my team of 4 guys was manning, mowing my guys down in the process. My guys were hiding with a covered arc. The enemy entered the arc, my guys popped up to shoot at them ... and died. It appears that my guys would have been better standing in the open, so they would have been on an equal footing with the attackers, instead of bending down and trying to take cover that doesn't protect them... As always, I'm open to insights about why this might actually not be a major problem... maybe I didn't use the correct orders to make my guys react properly? But if this is how it works... it seems that attack/defend scenarios are pretty much out of the question while this sort of crazy stuff happens. Defenders need foxholes to be working... GaJ
  5. YEAH! It's insane that I have this info that I can hear something coming down the road, but I don't know whether I can hear an engine or not! GaJ
  6. Is it common to have modern games that don't have an "invert mouse" option? I can't think of one, other than CMBN, but I don't play much else...
  7. Me too. I am crying out for mouse inversion...
  8. And the other guy is shielding his eyes from the sun with his hands, he's not pretending he has binoculars. Nope. No way GaJ
  9. Not sure what you mean by a corrupt save? It's a PBEM game file. I don't think the game file is corrupt, I think it's a mortar targetting bug. GaJ
  10. Saturnin posted a new mod at CMMODS: Sd Kfz 234/2 Sat, by Saturnin Description: 3 Pumas for the price of one. Enjoy ! Pretty! GaJ
  11. sawomi posted a new Mod at CMMODS: Smaragdadler's Oriented Grid Grassmod, by sawomi Description: for CMx2 Combat Mission: Battle for Normandy Based on Vein's TerrainDesaturation mod. - should be compatible with all grassmods (you can always change the tile saturation with a graphic programm) - features longitude lines - only grass, yellow grass and green crop tiles affected for better overall map look GaJ
  12. Bring on the Neissuh Command Interface Mod But seriously: this looks really good. GaJ
  13. Look closely at the guy on the right. What's he holding? Watch the guy in the middle as he runs off. He's holding the same thing GaJ
  14. Is this grid like Niessuh, which only shows on futher away tiles?
  15. It's kinda complicated. I have the save file. In summary: my on-map mortar team is showing a red line to guys they have in LOS that they are supposed to be firing at. In another part of the map, an HQ is spotting for off-map arty, which isn't due for a few more turns. The on-map shells are leaving the mortar on map and flying in a nice arc over and landing on the target point of the other spotter! (or so it appears to me) GaJ
  16. The one you want (IMHO) is the Niessuh Outer Grid. FWIW. We do need a "bocage gap higlighting" mod, but the gaps aren't that hard to find. If you're desparate do {{{{{ till you are at "Fastest", then zoom out. Bocage will be drawn as "walls" with clearly visible gaps. GaJ
  17. No. IMHO it's a bug: it seems that projectiles retain their speed after punching through things. 1) Shells either explode or deform when they hit something 2) They slow down. GaJ
  18. rambler posted a new Mod at CMMODS: Eliminate the Red Cross, by rambler Description: Gets rid of the red casualty cross when your soldiers are initially hit. GaJ
  19. The manual says that covered arc helps with Hunt. IE if you have a covered arc on, then you shouldn't get your movement interrupted by a 2s @ 2000m sighting... I haven't been able to prove this myself... it's hard to tell, often, if you've been shot at and this is why you stopped... GaJ
  20. Heh heh , how about we just bump the generic thread, raz? I'l go and do it now. Franko can read about the options there. Meantime: Franko: the Peng Challenge Thread is where the tards are allowed to let of steam, that's why they are there. GaJ.
  21. Romm posted a new mod at CMMODS: "Free french forces part 2, by Romm" Description: In this second part will rediscover you: M3 halftrack M2 halftrack M8 greyhound M20 jeep GMC truck and uniforms GaJ
  22. Good to know. I'll have to find a game where I get the good tanks
  23. One thing that seems to be missing from the discussion is how often the hits actually kill. I too miss the cat and mouse games of armour ... and the all out pitched tank battles. To my mind, the issue isn't so much that they are hitting all the time, it's that they are killing all the time. How often do you see a tank round bounce off another tank in CMBN? I have to admit that I haven't got a lot of experience with tanks ... but the little I have has been insta-death from hits... GaJ
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