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Fredrock1957

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Everything posted by Fredrock1957

  1. I missed the vid on this, but how can you get run over by your own PzV... jeez
  2. Excellent Information to be aware of. I have been doing some testing with assigning Assault guns to an infantry company HQ (all initially deployed).. and what is impressive, as the company takes casualties (with no enemy armor present) the Assault guns will withdraw as the infantry becomes panicked and shaken, etc... this is sort of true to form. But there are so many items to consider during design, thanks for the posting, it was something I hadnt considered.
  3. Scenario Author Testing Mode Spotting relative Squad fire from H/T Indirect Fire spotting C2 Multiple commands at waypoints Overall graphical feel The Editor No Armor Cover Arc Can't Split Up Squads while in H/T or Truck Manual is tough to read (old eyes here) Single core processing
  4. I am playing this against an old friend and we both have commented on how great the map is... its still early in our battle, but I am anticipating a great fight
  5. Working on recreating 8 battles from the Sie Kommen battle pack for CMAK, so far one is done, one needs play testing, and three are in 50-80% finished range. You can see more at the weblink below.
  6. just downloaded.....AWESOME... thanx a lot Vein!!!!!
  7. Say you have 3 mortars and 2 spotters... both spotters can see AT Gun 1... click on motar 1, click on AT-Gun 1 for area fire... bla bla fire mission.... Now you see another AT-Gun on the next turn... Spotter 2 can see it but Spotter 1 can't... opps but when you plotted above fire mortar 1 used spotter 2... your f#%@#ked.... The way it works now... makes sense to me.... Spotter has to call for Arty, with all it's definitions otherwise.... opps Just my opinion...
  8. I agree, as it took me a long time to find an Opel with mortar rounds... Armored Infantry-Escort Platoon, unit level 2 Opel's have 30 rd 81mm HE and 6 rd 81mm smoke... which your Mortar Ammo Bearer can Aquire if he mounts the truck... More flexability in ammo supply/quantity, such as placement in bunkers or buildings would be nice...
  9. Hey GaJ Maybe I miss understand but I have had no problems with this.... unless I am zoomed (x key) in 3 or 4 times... then I have to zoom out (z key)... but the camera goes way past map edge... see pics of level 3 4 and 5... level 3 was taken with double screen, CM:BN on wide screen, this thread on regulard screen... Level 3 Level 4 Level 5 Oh and before I forget, Thank you for adding a section to Combat Mission Mods Warehouse for CM:BN... next time I am there I will hit the Donate button
  10. Great Job....I feel bad for Wilmont though.... you could've done more to save him
  11. Thats true, I have been using this a lot, as you will see by the amount of fire I will be placing on your ATG this upcoming turn....)
  12. Well.... I'll be dipped in doggy doo... Must need some new glasses...
  13. From a design point of view it would be nice to have an Un-delete button on the Unit Purchase screen.... If during a 'Scenario Author Test' one wishes to add a Squad back to the force mix that was removed from a platoon within a company/battalion or some other unit that has been deleted, you must either remove completely the Battalion (which stinks if one hase placed units in setup zones, etc.) and re-purchase the overall unit again. This usually accures to me during the fine tuning process of scenario and thus becomes very frustrating... I should've suggested this with CM:SF a while back... Just something to consider... Also worth mentioning as something designers should be aware of... I had created a map at 1500x1500 of an area for a campaign, I was going to use a piece of said map for the first battle, and then the whole map for battle 2, bla bla.... So I place my units (wire, foxholes, etc) on the map, and then 'Trimmed' it down to size/area I wanted... Well beware all the placed units moved the distance of the trimming... Just something to to take note of so as not to expend extra time....
  14. Hi Lemon In your first post "1 Halftrack" MEYER is immobillized and the trailing HT is plotted to move through it... I have learned you must issue a cancel to its previous movement order and reverse and then plot new movement around '1 HT'... The AI will do strange things if left up to its own with a waypoint say 60 meters down the road plotted through '1 HT' Yes and I keep reminding myself to remember that the scale is different than CMx1 and therefore my 'distance' should be the standard 25-40 meters between vehicles traveling in column... but once one goes and 'breaks' down, then all hell can break loose especially in tight bocage country... Hope this helps
  15. Another good program that is free and gives you many of the photoshop and paintshop pro tools is Gimp2
  16. I totslly agree with you, and your first post is also quite refreshing ... I have not had any issues with pathfinding or moving around in the bocage... The only problem I am having is I am getting my ass kicked in all 4 PBEM's I am playing.... This board is the least combative of any board I have been on... There is more great information and members with fantastic insight on here. It's a special community and I am proud to be a member. Keep up the great work Mr. Steve and all the BFC Team, you make the greatest games in the world...
  17. I too, found after playing CM:SF and CM:A a while that I didn't miss the incoming Target lines, though in the begining it took some getting use to, like most changes... Now I find myself getting 'worked up' as my troops take fire from the 'unknown', but I then think about how great it is when my boyz are laying fire on my H2H opponent (who I hope gets that pissed off feeling)
  18. Thank you BFC for all your hard work and all the enjoyment you have given me over the past 12 years...
  19. I honestly think you dont understand me.... I did the PRELIMINARY firemission in the setup stage... send me your file and I will send you mine. I would send the file to BFC Support.....
  20. Using 'Closing the Pocket' and setting 2 Allied 60mm Mortars. I set one to Direct Fire on a spot it has LOS to, and 1 in C2 with an HQ with a LOS to target... I saved game loaded it ten times and all ten times the futherst off target they were was about 80 meters, and within 3-5 shots and turn 2 they were spot on!!!... Don't see any problems here... I did notice that the Mortar team at the begining of the turn fiddled with aligning the mortar before droping the first shell... it was kinda cool
  21. Scenario - 'The Road to Berlin' near the St, Martin Farm... Attack Team of 2nd Squad 'Quick' Move to side of Farm Building, at WP 'Covering Arc' set to entrance of building, 'Quick' Move into building first level, at WP 'Pause' 5 seconds, 'Quick' Move to outside of building, at WP set 'Covering Arc' for next building, 'Quick' Move to side of next building, at WP set 'Covering Arc for entrance to the building, 'Quick' Move to second level, at WP 'Face' out windowed side, 'Target' enemy MG Unit.!!!! All this in a 60 second turn, I wish I captured the vid, but I never envisioned such control over a unit and being able to 'plot' all that for one turn. It looked really good as the Team performed their orders too... Great job BFC... Mutliple Covering Arc's were nice in CM:SF but in CM:BN I can see how important they will become.
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