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Fredrock1957

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Posts posted by Fredrock1957

  1. 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.

  2. 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... :)

  3. Same here, be nice if you could specify what the support vehicles would carry in them to a point.

    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...

  4. "its darn frustrating that the camera stops at the edge of the map".

    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

    level3.jpg

    Level 4

    level4.jpg

    Level 5

    level-5.jpg

    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 :)

  5. 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....

  6. 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'

    The result is that I need to be really careful about plotting movement

    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

  7. Personally, I find Steve's method of posting quite refreshing. Honesty is always the best policy and to be totally honest, his responses cause me to smile due to his sarcasm (always the highest form of wit).

    Whilst I have, myself, seen (very rare) instances with the pathfinding of infantry and vehicles in a very limited set of situations, I do not find the behaviour to be annoying, irritating or game breaking. I actually find it quite immesive due to the (very) rare occurance of it. Now, I have never been shot at, but I have been involved in the policing of large riots and even trained individuals get confused and disorientated which can cause a loss of unit cohesion and direction.

    I also find the WW2 Normandy setting to be much more to my tastes than the deserts of Syria. That said, I do own CMSF and all of the modules. It's all down to personal taste in the end. If you do not enjoy Normandy then play CMSF or invest some time in the editor and make some maps which do not include this terrain feature for yourself and other like minded people. Just because the game is set in Normandy, doesn't mean the map has to BE in Normandy.

    I hope that my first post in this forum has been constructive and taken in the polite manner in which it was intended.

    A final thank you to Battlefront for making an excellent game and to Steve for the continued support of this game by his, and his team's, lively debates on various subjects.

    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...

  8. 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) :)

  9. I honestly don't think you even partly understand what I've been writing.

    Anyway, just did another quick test in Busting the bocage.

    The first 1-2 rounds of each mortar in a PRELIMINARY firemission were off by ~200m

    So, who should I sent this file to?

    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.....

  10. Actually, this isn't really needed.

    Just set preliminary strikes with any on-map mortar, save the game during the setup phase and see the first couple of rounds fall up to 180° away from the target. This doesn't always happen though. Load that savegame 3-5 times, watch the mortars closely (and where their first rounds fall) and you'll see what I mean.

    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 :)

  11. 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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