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stikkypixie

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Posts posted by stikkypixie

  1. 2 hours ago, Capn Dave said:

    Yes, I have seen that video. That is where I learned the procedure in the first place.Ā 

    So if I am understanding you correctly;Ā the game is drawing the LOS line from the original position, but it is actually determining LOS from the ball?

    If that is the case I am not moving the vehicle far enough forward. I'll give that a try and blame any knocked out vehicles on you. (Joke.)

    And yes Usually Hapless'Ā  videos are great.

    Thanks for all the replies.Ā 

    That is correct, I think in the video there is an instance the LOS is checked and you can see the line being drawn from the vehicle.

  2. 1 hour ago, Capn Dave said:

    For the life of me I cannot get the Hull Down Movement Command to work for me. Here is what I am doing.Ā Ā 

    1. I select the vehicle I want to move to a hull down position.
    2. I select the Hull Down movement command.
    3. I click on the furthest point where I want the unit to move.
    4. I select the colored movement path so that the white ball is highlighted.
    5. I select target from the combat command list.
    6. And when I try to select a target it reverts back to the unit's original position instead of from the end of the path, and of course it tells me the target is out of sight.

    Can someone please tell me what I am doing wrong. And tell me the correct procedure to get a vehicle to be hull down to a certain location.

    Thanks.

    Have you seen this video already? I find this a clear explanation: https://youtu.be/ahCRncgVrqA?list=PLYvL90uFbwhOsyXZJ0wWuRdqLWIv1Bj6e&t=167

    As for the LOS tool, it always starts from the unit, but actually gives you information on the LOS from the "white ball". One of those game quirks you quickly get used to.

  3. Never knew those saggers were that deadly. Did I understand correctly that their hit probability increases with range? @Bil Hardenberger the new TOE feature you were mentioning, do you mean that the game includes certain pre-formed formations out of the box or that is possible to make these kind of formations on-the-fly? I am guessing more included formations but just wanted to make sure.

  4. 8 minutes ago, The_Capt said:

    Creating models is a huge job, but we were lucky as a solidĀ portionĀ of the in-game models already existed but they all needed tweaking and re-skinning.Ā  OurĀ involvement here really became that of gophers for the artists and modelers (they would probably say we were more pains in the ass).Ā  Uniforms, webbing, radios etc all had to be researched and good pictures found, doing all that was a team effort but the artists really make the game shine.

    Thanks for the answer. Sounds like a huge undertaking and I'm glad you guys were willing to take it on!

  5. 18 hours ago, SlowMotion said:

    If these annotations could be also moved during later turns, it would be easy to make plans on big maps. This is useful if you play H2H against someone who might sometimes send file once a week.

    If they do it I hope it will be editable. I don't play regularly, so when I load up a game, it can be struggle to remember what my plan for the scenario was or where high priority targets were for example.

  6. 3 hours ago, gregb41352 said:

    I don't understand your answer.Ā  It IS on the Battlefront site under My Orders but it is NOT on the Slitherine site.Ā  So I'm not sure how to get my

    Steam key.Ā  Can I get it from the Battlefront site?

    To get the Steam license key you need to follow the instructions here:
    https://www.slitherine.com/forum/viewtopic.php?f=58&t=93585

  7. 2 hours ago, Freyberg said:

    I don't know what technical glitches it had at first, but I bought the CMSF1 big bundle when it was sold on special. By then it was way behind the WWII games, but, even then and even being much more of a WWII fan, I had great fun with it.

    There were plenty! I remember floors and walls not working properly. You could shoot straight up to the top storey of a building.

    My favorite one was a bug in the ammo count of destroyed vehicles which was not decreased when ammo cooked off. BMP3s and AAVs would explode for days šŸ˜…

  8. I am playing one of the later missions in the CMSF2 Marines campaign where I have access to both the a TOW Humvee and a LAV-AT-A2. When positioning the LAV on the same spot as the Humvee it seems the LAV has shorter line of sight. Is this to be expected or has anyone else have similar experience?

    Forgot to mention this was with the 2.03 patch although I started the campaign way earlier.

  9. 2 hours ago, George MC said:

    Aye sorry bit rubbish explanation. Sorry away from the game at the mo so no chance of screenshots for now.

    I use my unit's 'target' command to see how far they have LOF/LOS for (as and when line turns from light blue to dark blue). I plot the 'target' command then plot a movement order to just before the end point of the target command.

    This means my unit is travelling as far as they can see, and then stopping just before that.

    Although this no guard against flanking fire... That's why this is done in an overall mutual support context - with other units securing my flanks.

    At their endĀ point I can either slowly 'hunt' forward - again using the 'target' command to see at what point the line turns from light blue to dark blue - to the 'crest' and plotting the movement command just before that point where the line turns from light blue to dark blue.

    I find it easier to achieve a turret down position with armour doing this (where you get the grey line when using the LOS/LOF tool).

    In your screenshot example (that looks like one of my maps you're playing on BTW :)Ā )Ā I'd be cautious because if it shows I have LOS/LOF to that point the enemy could be the same. So I'd be cautious if you can see do that so can the enemy.

    My method works best in open terrain. Close terrain is a knife fight really, and that's where combined arms.area fire and prep arty/mortar fire comes into its own. Oh that and sending in scouts first.

    It is one of your maps :). Indeed you have set up the LOS there to be very ambiguous. My poor eyes really have trouble gauging the lay of the terrain. I think the lesson for me is to avoid the ambiguities on the map where possible and find an approach that offers more guarantees. Sure hope BFC change their minds and give some better way of interpreting the terrain, but until then I'll have to learn the hard way.

  10. 1 hour ago, George MC said:

    I often use the 'target' tool to see how far the unit's LOF extends then basically do short hops from 'safe' zone to just before the LOF blue line stops. Helps plotting movement orders to plot a 'target' command then plot the movement order to just before that. You can then cancel the target command and rinse and repeat or if feeling lucky repeat for each unit.

    Can you elaborate on this a bit? Are you finding safe zones relative to your starting position? Or are you doing something else here?

  11. 41 minutes ago, Michael Emrys said:

    This sounds to meā€”albeit without seeing the mapā€”like bad strategy then. You need something to suppress the areas you might receive fire from, like lots of artillery, or tanks providing overwatch fire. Lacking both of those or something equivalent, concede the scenario and move on. There are some things you just can't do, both in real life and in games and not admitting it is just dishonest.

    Michael

    Obviously not 1km long maps as in a pool table, but rather 1km maps composed of smaller LOS islands. I'll try post a screenshot tonight. You are right though, that I probably should take more conservative approaches where LOS can be judged with higher probability.

  12. 15 hours ago, Michael Emrys said:

    Be damn sure itĀ isĀ a covered approach. If it isn't a hill or a building, lay down a wall of smoke. Don't count, for instance, on trees. Trees are extremely porous for the AI. They might under certain circumstances offer you some concealment, but I wouldn't count on them to protect any troops that I care about.

    Michael

    For me this approach does not scale well. If you have to get a platoon across a 1km map, there won't be enough smoke. The only way I have found that sort of works, is by sending small teams in lead positions. But this is only marginally better because you need teams in overwatch to be able to see what's shooting them.

  13. Hi,

    I have started playing CMBS again, and one of thing I have ran against is that bigger maps, it can be really hard to judge LOS. One the WW2 titles this is less of an issue because of the lower lethality of the weapons involved. CMBS in that regard is very unforgiving. I have sent men forward thinking that they are taking a covered route only for them to shot at.

    How do you guys approach this?

    And is there some third party utility some annotate the game? For the bigger scenario's it would help to keep a plan coherent while across playthrough spread over multiple days.

    Thanks!

  14. Hi,

    I encountered this problem during a single player CMSF2 game and a CBMN PBEM game. For some reason, my units ignore all movement orders. I can rotate them, they have nowhere been near any enemy forces nor are the bogged down. I have a save game if that helps.

  15. 9 minutes ago, RexSaur said:

    Applying the tactics and strategies I just learned my latest attempt is going a lot better now. Maybe too good because now whole enemy teams suddenly surrender. How does this surrender feature work? Do they disappear after a certain time automatically or do I have to move my guys near them to get the "white flags"?

    They disappear after a certain time. If they don't it's because there are still enemy troops near. I think (it's been a while) that if you leave them completely unattended they might revert to a fighting state.

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