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stikkypixie

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Posts posted by stikkypixie

  1. Best of all, the mortar shows that it is out of contact with the Company HQ, even though they are practically on top of each other.

    Taking it step by step, where do you see that the mortar team is out of contact with the Company HQ? Are you looking at the "dots" on the left or are you looking at the "eye, mouth, radio" part of the GUI?

    You also have to remember that if both the MG HQ and Co HQ are present, the mortar units will receive C2 from the MG HQ and not the CO HQ.

  2. I think this is mostly realistic. Time and again, "Combat Lessons Learned" and AARs from the period stress the importance of following up preparatory artillery strikes quickly, even to the point of risking taking casualties from one's own artillery. Better to lose one man to friendly shrapnel, than 3 to an enemy MG...

    In fact, this is something the Americans were not very good at in the early stages of the Normandy campaign -- captured German officers interviewed after the campaign frequently mention that, while the American artillery fire was effective at disrupting and suppressing their positions, there was often enough of a delay between the end of the artillery and the beginning of an assault for them to reconstitute an effective defense.

    In CMBN, in addition to executing your assault quickly on the heels of the artillery strike, it's also a good idea to follow up on the artillery with other suppressive fire, such as MGs -- for example, area fire with MGs into the general location of the enemy positions after the artillery has stopped falling, as your assault group closes the distance. Once a unit is pinned, it only takes a relatively light volume of incoming fire to prevent the unit from rallying; it's easier to keep a unit heads-down than it is to get it to go heads down in the first place. So use those ammo-deep MG teams to "maintain the pin", while the assault group closes in to do the dirty work.

    This is what I ended up doing. My "gripe" if you can call it that, is that there can NO delay whatsoever. There is also the contradiction between keeping several hundreds meters away because of danger close, and needed to be on top of the enemy immediately. At a certain point 88mm artillery were dropping 50m away from my front units.

  3. As an aside, I'd argue that getting complaints about indirect fire being too effective AND not effective enough probably means we're not far off the mark.

    More to the point CPT Mike, if your experience is unrealistic, then:

    1) Are you saying that units in a treeline should be unlikely to survive five minutes of 60mm / 105mm fire, let alone direct fire from two full squads of infantry?

    2) And likewise, that units assaulting positions that had been heavily doused with indirect fire, were rarely repulsed?

    Because I'm pretty sure both of those things happened often. More often than not, I'd wager. What, precisely, was unrealistic about what happened? Where's the bug?

    Maybe it's not the lethality of the incoming fire, but the way troops seem to able to recover very quickly from their suppressed state. In games I've played, it seems that unless you attack the very second the barrage stop, there is almost no suppression effect. Don't know this works in real life, but this combined with wooded areas can make assaulting a position very frustrating.

    Maybe it's not the survavibility rate

  4. I'm confused about minefields. (It's been discussed, I'm sure, but I can't seem to find the answer I need.) Is there a reliable way to clear them?

    I've had success using a "blast" command to clear mines that were on the same spot with a wire obstacle, but only once. The minefield sign even changed to a third type that I had never seen before, indicating not live mines or marked mines but cleared mines.

    However, when there are mines in the middle of the road or non built-up terrain, I can't seem to clear them out. An engineer with a blast command doesn't do anything; I can give the order, but he never sets off the demo charge. (I guess "blast" only works when there's a wall or an obstacle to use as a target for the demo charge.)

    How would I clear a mine from the middle of a road or clear a path through a wide field of mines? (I'm looking at you, American campaign.)

    EDIT: Well, I guess I have my answer here: "Minefields can be neutralized by a blast from a demo charge, although due to the game's limitations, a blast can only be performed if there is some blastable obstacle (such as wire) in the action spot." Thanks, CM Wiki!

    If you have engineers, they can mark a discoverd minefield making them much safer to cross.

  5. I've run into this problem twice in a row in PBM games. Both players agree to cease fire. We both select the ceasefire option before ending our turns, but the game carries on anyway :(

    Is this a known bug ?

    Ps : savefiles available if someone from Battlefront wants to take a look at them.

    The cease-fire can take a couple of turns to take effect depending on when the cease-fire button was clicked. Just keep sending the turns to each other and you will see.

  6. Awesome, thanks so much for the help. I found it. Seems an aweful lot to go through to find it.

    This is happening because the account you're using does not have write rights to the normal Outgoing mail folder. To avoid this hassle you can change the properties of the incoming and outgoing mail folders so that your user account has read and write access to them.

  7. I have played a scenario with AH-64Ds at my disposal but it seems nothing happens when I call in a mission. I have tried all sorts of mission combinations (area/point, weight of attack, length of attack) but all I hear is the chatter and the sound of the helos overhead. However, no strikes are carried out against the target, at least not what I could see. Is this a problem or am I doing something wrong....

    I believe this is happening because the chopper cannot see the target. Things that help are:

    * experienced pilots

    * experienced + unsuppressed unit calling in the CAS mission

    * making sure that the FO can see the target at all times and has good C2, that way he can guide the chopper

    * favourable terrain, i.e. flattish, if your target is hidden in wooded areas or built areas spotting them for the chopper can be more difficult

  8. Just a quickie here.Is there anyway i can take the loading screen and music(loading battle one that is) from CMA and drop it into my Z file in CMSF.Just love the music for that.Saying that,the file for the music would suffice.

    What file would i be looking for if it is possible.Any help would be appreciated.

    Cheers ;)

    This is possible. In the Data folder you will find files called *.brz. If you unpack those using the rezexplode tools (also in the Combat Mission game folders) you look for the music file and background files. Once you have those you can drop those in the Z folder in CMSF. This should work, unless they have a different name in CMSF, in which case you will need to rename the files in the Z folder.

  9. Oh yeah. Having tank crews panic is not a complaint at all. Frankly, if my best buddy's guts had just been splattered all over me as we sat inside our iron hulk, it would probably take more than 15 minutes before I'd be like "Oh, you want me to go get back in that thing? No problem"!

    However, because the game can't know the things that the human playing it knows you often get behavior that is probably not what you'd get in real life. Such as crewmen bailing out of a tank right as the threat is destroyed (by another friendly AFV) and running around out in the open, when it's obvious they'd be much safer back INSIDE their big, steel shield. It's just one of those things that is very difficult to simulate.

    Don't forget there is a fanaticism rating for each squad/vehicle that isn't displayed in the unit info. That can determine how long they are willing to fight on. Not that I'm saying it explains all, but still :).

  10. You forgot about one small thing. In real life solider is trained and he can think by himself. In the game you are a commander and every single solider in some part. AI isn't very good in taking independent decision:).

    Good day.

    In the game you can coordinate everything way more precise than in real life also. The two things balance out.

  11. Destroy objectives give points to the enemy side. If you 'scratch' a building in a Preserve objective, you simply lower the total number of points it is possible for you to earn in the mission. As long as your margin is wide, who cares how few points you earn ;) A Total Victory with 200 points total v the enemy's 24 casualty points is a much better result than a Minor Victory with 500 points v the enemy's 350 casualty points.

    I'm glad to see that someone is still playing this. Personally, I think this is the best thing I ever created for CMSF. It has some very, very good fights in it.

    Yeah, by the way thanks for putting those AGLs in. I hate those stealthy bastards.

  12. stiykiypixie

    [bIG HINT]

    It's not necessary to preserve the buildings to get a win. But if you are a bit too Gung Ho with your artillery assets and you still take lots of casualties, you'll be in serious trouble. In fact, you need to give up some of those Preserve points to get a win. Do that and you'll find that the mission is quite easy. ;)

    Yes, I went back to a previous save game and flatten a part of town that had a lot of red <?>. I guess my main grievance is that from briefing it's hard to judge what was the most important objective. I have played scenarios where if you so much as scratch a building you already lose the battle.

  13. Well, at least they DID spot it after 12 seconds.

    Have to agree here, the ability of units to NOT spot targets right in front of them is probably the most irritating "bug" in game at the moment ( well, ok, for me, anyway ).

    And it's not only infantry - in a game of Huzzar! I'm playing at the moment, I had a Stug sitting, unbuttoned, looking down a road, with a covered arc directly to my front (just wide enough to encompass the road to the corner.

    Just waiting for an American tank to turn the corner into my sights.

    Suddenly, I die ! WTF !

    The American tank turned the corner all right, then it drove 10m towards me, saw me, stopped, aimed and fired. Stug never saw a thing. :(

    Now when anomalies and/or spotting delays have been brought up before, it's been said that it may be due to spotting cycles ie. that unit hasn't checked for the last couple of seconds.

    Could I then suggest that the number of spotting cycles be increased ? Surely the only effect of this would be to increase the CPU power required - and calculating a WEGO turn with more CPU power would just make it take longer, right ?

    So, seriously, would anyone complain if his WEGO turn took 4 times as long to compute IF it meant that units could spot stuff in front of them ?

    It sounds like one of those situations where a cover arc would have been useful.

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